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Published by Berserker_Dad, 2022-09-14 11:18:32

BattleTech Alpha Strike Companion

BattleTech Alpha Strike Companion

A BATTLETECH: ALPHA STRIKE SUPPLEMENT

BattleMechs clash, fighters duel, and
infantry swarm across the landscape.
High above the clouds, mighty WarShips
emerge from hyperspace, laden with
DropShips filled with reinforcements. A
host of new machines, new warriors, and
new tactics are unleashed as war rages
from the void of space to the earth below.
The BattleTech universe is yours to conquer!

Alpha Strike Companion adds legions
of new rules and expanded options for
BattleTech: Alpha Strike, the miniatures
war game. With this expansion, players
will unlock new tactical abilities, special
warrior options, design quirks, and unit
types. But more than that, players will
find within these pages an expanded
abstract aerospace system that will enable
them to wage war from planet to jump
point, while a handy conversion system
opens the path to translating the stats
for any BattleTech unit to its fast-playing
Alpha Strike equivalent.

®

©2014 The Topps Company, Inc. All Rights Reserved. Alpha Strike Companion, Quick Strike, BattleTech, BattleMech, ’Mech and WEBSITE: CATALYSTGAMELABS.COM
MechWarrior are registered trademarks and/or trademarks of The Topps Company, Inc., in the United States and/or other countries.
Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Printed in USA.

BATTLETECHTM
ALPHA STRIKE COMPANIONTM

• CATALYST GAME LABS •

INTRODUCTION 6 Special Command Abilities 44
Banking Initiative 45
Alpha Strike Basics 7 Forcing the Initiative 45
Alpha Strike vs. Total Warfare 7 Off-Map Movement 45
What this Companion Adds… 7 Overrun Combat 46
Communications Disruption 46
ALPHA STRIKETACTICAL ANNEX 10 Zone of Control 46
Sharp Shooters 46
Advanced Movement Options 10 Brawlers 46
Hull Down 10 Anti-Aircraft Specialists 47
Lance/Star Movement 11 Ground Attack Specialists 47
Movement Dice 12 Environmental Specialization 47
Shielding Movement 12 Tactical Specialization 48
Skidding 13 Enemy Specialization 48
14 49
Advanced Combat Options 14 Special Pilot Abilities 58
Artillery Counter-Battery Fire 15 Infantry-Only Abilities 59
Artillery Flak 16 59
Battlefield Intelligence (Modified) 16 Unit Design Quirks 64
Battlefield Intelligence Score 17 Positive Design Quirks
Battlefield Intelligence Benefits 18 Negative Design Quirks
Critical Success (and Failure) 18
Deliberate Overheating (’Mechs only) 18 ABSTRACT SPACE COMBAT 68
Minimal Damage 18
Occupying and Intervening terrain 19 Control Rolls 68
Rear-Firing Weapons 20
Practical Line of Sight 21 Expanded Aerospace Setup 68
Variable Damage 22
Variable Movement Modifiers 22 The Capital Radar Map 69
VTOL Special Attacks 24
24 Placing Aerospace Forces on the Capital Radar Map 71
Additional Advanced Options 26
Advanced Buildings 26 Capital-Scale Aerospace Gameplay 72
Advanced Infantry Options 28
Augmented Warriors 28 Turn Scale 72
Battle Armor Artillery Weapons 29
Engine Explosions 32 Capital-Scale Aerospace Movement 72
External Cargo 32
Fortified Positions 34 Calculating Movement Rates 73
Morale 35
New Alternate Munitions 39 Station Keeping and Zero Thrust 73
39
New Special Unit Abilities 40 Minimum Movement 73
41
New Unit Types 41 Stacking Limits 73
Drones and Robotic Units 42
Four-Legged (Quad) ’Mechs and ProtoMechs 43 Facing 73
Three-Legged (Tripod) ’Mechs 43
Glider ProtoMechs Entering and Leaving the Central Zone 73
Superheavy ’Mechs
Land-Air ’Mechs Aerospace Engagements 74
QuadVees
Exiting the Capital Radar Map 74

Fuel Endurance (Fighters Only) 75

Gravity 75

Engagement Maps 76

Capital-Scale Aerospace Combat 77

Resolving Aerospace Attacks 77

Capital-Scale Aerospace End Phase 82

Ending Aerospace Engagements 83

Aerospace Damage 83

Special Actions 83

Advanced Capital Missile Attacks 83

Orbit-to-Surface Combat 84

Space Bombers 85

Boarding Actions 85 Aerospace Formation Types 154 INTRODUCTION
High-Speed Attacks 86 Interceptor 155
Docking/Undocking 87 Aerospace Superiority 155 ALPHA STRIKE
Hyperspace Jumps 88 Fire Support 155 TACTICAL ANNEX
Additional Special Abilities 89 Strike 155
Special Ability Descriptions 89 Electronic Warfare 155 ABSTRACT
155 SPACE COMBAT
BATTLETECH CONVERSIONS Transport 156
BATTLETECH
90 Companies, Binaries and Beyond CONVERSIONS

Converting BattleTech Units to Alpha Strike 91 ALPHA STRIKE SCENARIOS 158 ALPHA STRIKE
Conversion Process 91 POINT VALUE
Determine Unit Type 91 General Scenario Rules 158 CALCULATIONS
Determine Weight/Size Class 91 Forced Withdrawal 158
Convert Movement (MP) and Movement Modes 92 Kill Scoring 159 ALPHA STRIKE
Converting Armor 95 Incorporating Scenarios into a Campaign 160 FORCE BUILDING
Converting Structure 97 161
Converting Weapons 99 Scenario Type: Stand-Up Fight 162 ALPHA STRIKE
Converting Heat 115 Scenario Type: Capture the Flag 163 SCENARIOS
Determining Final Damage Values 116 Scenario Type: King of the Hill 164
Converting Special Equipment to Special Abilities 116 Scenario Type: Hold the Line 166 EXPANDED REPAIR
116 Scenario Type: Reconnaissance AND SALVAGE RULES
Special Unit Abilities 134 168
EXPANDED REPAIR
Unit Role Classification AND SALVAGE RULES
Ground Unit Roles 134
Aerospace Unit Roles 136

POINT VALUE CALCULATIONS 138 Finding a Force’s Starting Support 168
Step 1: Determining Starting Support Points 169
Determining the Point Value of Ground Units 138 Step 2: Determining Support Skill Rating 170
Determining the Point Value of Aerospace Units 142 Step 3: Determining Daily Man-Hours 170
Determining the Point Value of Large Craft 144 Non-Player Opponents 170
Adjusting Alpha Strike Point Values for Skill 145 171
Support Operations Phase 171
ALPHA STRIKE FORCE-BUILDING 146 Post-Mission Sub-Phase 174
Recovery Sub-Phase 179
Force-Building Basics 146 Upgrade Sub-Phase 179
Select Point Value Total 146
Depleting and Replenishing Support

Choose Era and Faction 147 TABLES 180
Build Formations 147
147
Lances, Stars and Level IIs
Lance Compositions 149
Building Formations by Function 149
150
Ground Formation Types
Battle 150
Assault 151
Striker/Cavalry 151
Fire 152
Recon 152
Pursuit 152
Command 153
Support 153

Novas 153

3



CREDITS

Project Development Miniatures Painting & Photography INTRODUCTION
Ray Arrastia CamosSpecs Online: Ray Arrastia, George Bluoin, William Burt,
Herbert A. Beas II ALPHA STRIKE
Writing Roy Carl, Chris Dolega, Paul Eckes, Matt Edwards, Dave Fanjoy, TACTICAL ANNEX
Ray Arrastia Todd Farnholtz, Matt Frederiksen, Joel Hardwick, Phil Hays, Ross
Herbert A. Beas II Hines, Michael Holzapfel, David Kerber, Frederic Lagoanere, Steve ABSTRACT
Additional Writing Livingston, Mark Maestas, Steve McCartney, Ryan Peterson, Brian SPACE COMBAT
Joel Bancroft-Connors Plunkitt, Mike Raper, Ben Rome, Lance Scarinci, Paul Sjardijn,
Joshua Franklin Edward Smith, Allen Soles, Drew Williams, and Peter Wort. BATTLETECH
Keith Hann CONVERSIONS
Danyel Woods Acknowledgements
Based on Original BattleForce 2 Rules by To Ray Arrastia, for championing this project, and Randall Bills ALPHA STRIKE
Bryan Nystul POINT VALUE
Strategic Operations BattleForce and Miniatures Rules for allowing it. To Keith Hann, Térence Harris, Joshua Franklin, Luke CALCULATIONS
Kirk Alderfer Robertson, and Chris Marti for tackling the Alpha Strike Alternate
Ray Arrastia PV system, and to Joshua Franklin, Chris Marti, Jan Prowell, and ALPHA STRIKE
Matt Murray Joel Steverson for their invaluable assistance in helping refine the FORCE BUILDING
Rick Sardinas conversion rules from standard BattleTech to Alpha Strike.
Joel Steverson ALPHA STRIKE
Product Editing The BattleTech Review Team SCENARIOS
Herbert A. Beas II Ray Arrastia, Joel Bancroft-Connors, Joshua Franklin, William
BattleTech Line Developer EXPANDED REPAIR
Randall N. Bills Gauthier, Craig Gulledge, Keith Hann, Térence Harris, Ross Hines, AND SALVAGE RULES
Assistant Line Developer Chris “Alex Knight” Marti, Josh McCarthy, William J. Pennington,
Ben H. Rome Jan Prowell, Luke Robertson, Paul Sjardijn, Joel Steverson, Colin
Production Staff Toenjes, Peter Wort
Art Direction
Ray Arrastia ©2014 The Topps Company, Inc. All Rights Reserved. Alpha Strike
Cover Art Companion, Classic BattleTech, BattleTech, ’Mech, BattleMech,
Alex Iglesias MechWarrior and Topps logo are registered trademarks and/or
Cover Design trademarks of The Topps Company, Inc. in the United States and/
Ray Arrastia or other countries. No part of this work may be reproduced, stored
BattleTech Logo Design in a retrieval system, or transmitted in any form or by any means,
Shane Hartley and Steve Walker without the prior permission in writing of the Copyright Owner,
Evolved Faction Logos Design nor be otherwise circulated in any form other than that in which it
Jason Vargas is published. Catalyst Game Labs and the Catalyst Game Labs logo
Layout are trademarks of InMediaRes Productions, LLC.
Ray Arrastia
Production Assistance Printed in USA.
David Kerber
Map Diagrams Published by Catalyst Game Labs,
Ray Arrastia an imprint of InMediaRes Productions, LLC.
Alpha Strike Data Cards
Ray Arrastia PMB 202 303 91st Ave NE E502
Lake Stevens, WA 98258

FIND US ONLINE:
[email protected]
(e-mail address for any BattleTech questions)
http://bg.battletech.com/
(official BattleTech web pages)
http://www.CatalystGameLabs.com
(Catalyst web pages)
shop.catalystgamelabs.com
(online ordering)

5

INTRODUCTION

A Steiner Stadium Free-for-All always brings out the most colorful personalities!

The war for the Inner Sphere may never be won, but that stand-ups for trees. Regardless of its nature, the goal for INTRODUCTION
won’t stop the realms and Clans who live there from trying. any simulated terrain used for Alpha Strike is to achieve a
reasonable sense of scale for the miniatures the players will ALPHA STRIKE
Since before mankind even managed to explore the world use to represent their forces. TACTICAL ANNEX
of his birth, it has been in his nature to fight. Mighty empires
and golden ages rose and fell for millennia before humanity The rules in Alpha Strike also reduce the detail level found ABSTRACT
ever ventured out into the stars. Even the vastness of space, in the Total Warfare style of play, abstracting away many of SPACE COMBAT
with thousands of new worlds to settle, failed to satisfy the the subtle nuances found in each unit’s weapons, armor, and
human lust for power. The Great Houses rose from the ashes structural designs to produce a faster-playing system. These BATTLETECH
of a fallen Terran Alliance, and the creation of the Star League rules are actually an adaptation of those presented most recently CONVERSIONS
served only to unify the human race for a fleeting instant in in our Strategic Operations advanced core rulebook (known
the grand scheme of history. there as Quick-Strike). As a result, they remain fundamentally ALPHA STRIKE
compatible with the standard BattleTech game rules. POINT VALUE
Since the Star League’s fall, wars have ranged across the WHAT THIS COMPANION ADDS… CALCULATIONS
worlds man now calls home—fought for reasons as varied
and as timeless as the stars themselves. Alpha Strike Companion (ASC) expands on the core rules ALPHA STRIKE
found in Alpha Strike with tactical and strategic options that FORCE BUILDING
Now, it is your turn to join the battle! enable players to take their battles to a whole new level.
Beyond the stand-up fight—where victory goes simply to ALPHA STRIKE
ALPHA STRIKE the player who commands the last ’Mechs standing—this SCENARIOS
BASICS book provides a host of supplemental rules all devised to add
greater depth to the Alpha Strike playing experience, while EXPANDED REPAIR
Alpha Strike (AS) is a fast-playing game of armored combat retaining the fast-playing rules in the core book. AND SALVAGE RULES
set in the BattleTech universe, where ongoing warfare and
neo-feudalism have become the norm. In this future, the The rules in this companion are divided into seven broad
pinnacle of human technology is the BattleMech—a giant, sections, as follows:
walking war machine weighing 100 metric tons or more, and
bristling with weapons and armor. Piloting these BattleMechs Alpha Strike Tactical Annex: The Tactical Annex chapter
are MechWarriors, the elite soldiers of the Great House and provides expanded rules that can be used to enhance your
Clan armies alike. While the battlefield is also home to the vast gameplay on almost every level. This includes additional
gamut of infantry, combat vehicles, and aerospace fighters, advanced play options, new technologies and unit types, as well
the BattleMech reigns supreme. as special command and pilot abilities, and unit design quirks.

With the Alpha Strike rules, players simulate combat Abstract Space Combat: The Abstract Space Combat
between armies, using miniatures to represent the various chapter focuses more on what happens above the ground
battlefield units, and model terrain to represent the battlefield war, beyond even the atmospheric dogfights between
itself. Statistical data for each combat element is tracked using aerospace fighters described in the Alpha Strike core rules.
data cards, which measure the element’s mobility, armor, These rules will enable players to quickly resolve space battles
firepower, and special capabilities. Dice are used to resolve between massive ships of all sizes—whether they take place
attacks between units, with successful strikes delivering at the distant jump points in interplanetary space, or in the
damage that degrades each unit’s performance. orbital sectors high above your ground forces.

The winner of an Alpha Strike scenario is often the player BattleTech Conversions: This chapter bridges the gap
whose army is the last one standing, but—as in real life— between the standard Total Warfare rules system and Alpha Strike,
tactics and mission objectives can evolve beyond even that providing all the tools needed to translate units from the various
simple definition of success. BattleTech Technical Readouts to their Alpha Strike equivalents.
ALPHA STRIKE VS. TOTAL WARFARE
Alpha Strike Point Value Calculations: This chapter
Players familiar with the BattleTech universe through Total introduces an updated unit value system, tailored to the
Warfare will notice some immediate differences between features of Alpha Strike for more accurate game balancing.
those game rules and the ones found in Alpha Strike. For
example, where Total Warfare relies on the players using map Alpha Strike Force Building: In this chapter, players will
sheets marked with a hexagonal grid to track movement and find the tools to build custom armies for their Alpha Strike
range, Alpha Strike is primarily a terrain-driven game. campaigns, including a guide to valuable resources like
the Master Units List and the means to tailor formations by
In place of hexes, the ideal way to play Alpha Strike is mission role.
to employ three-dimensional terrain. This can range from
professional-quality, carved, painted and flocked foam boards Alpha Strike Scenarios: This chapter provides additional
with scale model buildings, to the most basic improvised scenario rules suitable for use in stand-alone games and
approximations, such as various books for hills, and paper campaigns alike.

Expanded Repair and Salvage Rules: This chapter goes
deeper into the mechanics of maintaining armies between
battles during an ongoing Alpha Strike campaign, providing a
more realistic simulation of between-battle logistics and options
for repairs, salvage, and healing warriors as time goes on.

7

COMMON GAME TERMS

The following terms are commonly used when playing Alpha Inch – The distance measurement used most commonly
Strike, and most will appear repeatedly throughout this book: to define range and height in Alpha Strike is the imperial inch,
which uses a double quotation for shorthand (1 inch = 1”). For
Area of Effect (AoE) – An area of effect refers to an area players converting to metric, 1 inch is equal to 2.54 centimeters,
surrounding a central point that may be affected by certain weapons but a more easily remembered conversion of 2.5 cm to the inch
or items. Areas of effect are almost always represented on terrain is recommended for ease of play.
maps by circular templates defined by their diameter (in inches).
Examples of items in Alpha Strike that use AoE include electronic Initiative – In Alpha Strike, Initiative is the gameplay
countermeasures (ECM) suites, and attacks from artillery weapons. mechanism used to determine movement and combat
resolution order. Because it represents greater tactical
Armor and Structure (A and S) – On an Alpha Strike unit’s awareness and reaction to events that take place simultaneously
card, bubbles are most commonly used to indicate the how within a given game turn, the first units moved are those of the
many points of external (Armor) and internal (Structure) player’s force that lost the Initiative.
damage a unit can sustain before being destroyed. (Particularly
large units—such as WarShips—may identify their Armor and Line of Sight (LOS) – The direct line between two units
Structure Values as numbers instead, however.) Damage that is referred to as the unit’s Line of Sight. This will be the
strikes a unit’s Structure dramatically increases the chances of straightest, shortest distance between the units. A “clear LOS”
the unit suffering a critical hit, which can dramatically reduce refers to a line of sight that is not blocked by intervening
the unit’s performance. obstructions. An “obstructed LOS” may have one or more
objects between the two units, but which may potentially
Base-to-Base Contact – When two miniatures are physically be seen or fired through (such as smoke or trees). When two
touching each other on the table, they are said to be adjacent to units cannot see each other at all through the objects and
each other, or in base-to-base contact. terrain between them via this straightest distance, their LOS
is considered blocked entirely.
Critical Hit (Critical) – In Alpha Strike, a critical hit refers to a
special form of internal damage that impairs a unit’s functions Margin of Failure (MoF) – The difference between a modified
without necessarily destroying it. Critical hits tend to occur as target number and a roll result that falls below that number, is
a result of damage to a unit’s Structure, and can affect mobility, referred to as the roll’s Margin of Failure (or MoF, for short).
firepower, and effectiveness in a variety of ways.
Margin of Success (MoS) – The difference between a
D6 – Alpha Strike uses six-sided dice for game play, with “D6” modified target number and a roll result that equals or exceeds
used as shorthand for each die a player needs to roll to resolve that number, is referred to as the roll’s Margin of Success (or MoS,
attacks and other actions. A number preceding D6 indicates how for short).
many dice are required for a given roll (usually 2D6), with the
roll’s outcome determined by adding the dice values together. Modified Roll – The result of a dice roll, after all modifiers are
Thus, when a player rolls 2D6 and gets a 3 result on one die, and applied, is referred to as a Modified Roll.
a 4 on the other, the roll’s result is added up to 7 (3 + 4 = 7).
Modified Target Number – The target number (TN) for a dice
Damage Value (Damage) – A unit’s Damage Value defines the roll, after all modifiers are applied, is referred to as a Modified
number of points of Armor and/or Structure damage it can inflict Target Number.
against a target with a successful attack at each range bracket.
Modifiers – Any number that is added to (or subtracted from)
Design Quirk (Quirk) – While many units in Alpha Strike a dice roll, a target number, damage value, or heat value, is
feature special abilities (see Special Abilities, p. 9), these features referred to as a modifier. Modifiers that apply to a target number
are well-defined and intentional products of their construction. are called TN modifiers. Modifiers that apply to the dice roll
Quirks, meanwhile, represent far more subtle and intangible result are referred to as roll modifiers. Modifiers that apply to a
aspects of unit designs, based on production quality, style, damage result are referred to as damage modifiers. Modifiers
and other aesthetic factors that may help or hinder a unit’s may be added or subtracted as appropriate (positive modifiers
capabilities. Because their use is optional in Alpha Strike play, are added; negative modifiers are subtracted).
Quirks are not featured on a unit’s data card.
Movement (Move) – Alpha Strike units measure the
Heat Scale – Some units—notably ’Mechs and aerospace distance they can move in each turn of play in inches. When a
fighters—can potentially overheat as a consequence of combat
actions and other battlefield conditions. The Heat Scale is the part letter appears after the number of inches an Alpha Strike unit
of the unit’s card that is used to keep track of the unit’s present heat possesses, it indicates a particular mode or type of movement
levels in the event it does overheat. (See Overheat Value, p. 9). If a the unit employs. This can include special options such as the
unit’s heat scale reaches, or exceeds,“S”, the unit is shutdown. ability to jump over interceding terrain, or the use of hovercraft-
like movement to cross water features, and so forth.

COMMON GAME TERMS (CONTINUED)

Multipliers – Multipliers are special modifiers that require Skill Rating (Skill) – In Alpha Strike, a unit’s Skill Rating INTRODUCTION
the player to multiply a roll result, target number, damage refers to the unit’s ability to deliver effective attacks and
value, and so forth, instead of adding or subtracting. perform certain actions. Better Skill Ratings are generally ALPHA STRIKE
coupled with lower base target numbers. For this reason, TACTICAL ANNEX
Overheat Value (OV) – A unit with an Overheat Value (OV) a unit’s Skill may even be referred to by a number, which
is capable of delivering additional damage during a weapon describes the unit’s target number to execute attacks before ABSTRACT
attack, at the cost of suffering the effects of overheating (see applying any modifiers. SPACE COMBAT
Heat Scale, above).
Special Ability (Special) – Many units in Alpha Strike feature BATTLETECH
Point Value (PV) – A unit’s Point Value measures its special abilities as a result of specific equipment or design CONVERSIONS
approximate battlefield strength, based on a combination features they have been built with. These special unit abilities
of its mobility, armor, structure, weaponry, special abilities, (also known simply as “Specials”) are noted on the unit’s data ALPHA STRIKE
and even its pilot or crew’s skill. This rulebook—Alpha card using simple abbreviations. Each Special represents a unit POINT VALUE
Strike Companion—includes a new, improved Point Value bonus capability the unit might be able to use in combat. CALCULATIONS
system specifically intended for better balance in Alpha
Strike play. Special Command Ability (SCA) – Many combat ALPHA STRIKE
formations in the BattleTech universe employ tactics and FORCE BUILDING
Point of Impact (POI) – A point of impact (occasionally abilities that they have learned or developed through a
also known as “Ground Zero”) is the targeted center of an unique combination of training, equipment, and experience. ALPHA STRIKE
area-effect attack. These command abilities allow the units within such SCENARIOS
formations to perform special actions in combat.
Range – The distance between two units is often EXPANDED REPAIR
referred to as the range between them. Weapons (and Special Pilot Ability (SPA) – In addition to special command AND SALVAGE RULES
certain other items) have range values that are often abilities, talented pilots and crews can perform unique tricks with
described as Short, Medium, Long, or Extreme in range. the units they operate in Alpha Strike games. These pilot abilities
These “range brackets” are used to describe a unit’s overall grant the unit additional actions beyond those described by its
ability to deliver damage to a target based on its distance data card, but are linked to the unit’s pilot or crew, and thus can
from the attacker. Shorter-ranged attacks are usually more be transferred between units in an ongoing campaign.
devastating and easier to deliver.
Target Number (TN) – The number that a dice roll must
Round Up – Recurring rules (often involving multipliers) equal or exceed to achieve a successful result. When referring
may request that a player “round up,”“round down” or “round to attack actions specifically, a target number may also be
normally,” depending upon the situation. Rounding up referred to as a to-hit roll.
means to increase a value to the nearest desired number
(usually the nearest whole number), regardless of how small Unit – In these rules, the term“unit”refers to any single unit
the fraction may be. For example, if a value of 3.1 is achieved or group that can be fielded in a BattleTech game and moves
and a player is asked to “round up to the nearest whole and attacks as one. When a group is referred to as a “unit”,
number,” that 3.1 becomes a 4. individual group members may be referred to as “Elements”.

Round Down – Rounding down means to decrease Unit Size (Size) – In Alpha Strike play, a unit’s size refers
the value to the nearest desired number—once again, to its weight class. This is generally given in a numerical
regardless of the decimal. For example, a value of 3.6 that format, with 1 indicating a Light unit, 2 indicating a Medium
the player must “round down to the nearest whole number” unit, and so forth. Particularly large units may also receive a
becomes a 3. Special that further elaborates on the unit’s size, such as LG
(Large), VLG (Very Large), or SLG (Super Large).
Round Normally – Rounding normally means that
when the value to be rounded falls closer to a lower Unit Type (Type) – A unit’s type is its broad classification,
target number than a higher one, the player must round which helps identify the basic rules for how it moves and acts
down. Conversely, values from the midpoint between two in gameplay. In the introductory-level rules, only BattleMech
possible target numbers and up to the higher number unit types are used. At standard-level rules, combat vehicles,
must be rounded up. For example, a value of 3.4 that the infantry, and various aerospace unit types appear. In this
player must “round normally” becomes 3, but a value of book, a few more unit types will be introduced, including
3.5 or more (the midpoint between 3 and 4) would be JumpShips, WarShips, space stations, and even a few hybrid
rounded up to 4. units such as Land-Air BattleMechs and QuadVees.

9

ALPHA STRIKE
TACTICAL ANNEX

The opening strike of the Kathil Uhlans upon the defenders of Warrior House Imarra is both shocking and brutal.

The following tactical rules are designed to add more depth respectively)—are considered formal modifications to standard
and flavor to the basic Alpha Strike game system. As such, they Alpha Strike game play. While each of these changes will be
may be considered advanced options, like those found in the core integrated into later reprints of Alpha Strike (starting with the
rulebook (see pp. 62-113, AS). Most of these may also be used in Corrected Second Printing), they are presented here for player
conjunction with the Alpha Strike campaign rules (see pp. 114- convenience in the interim. To clearly identify when a rule is
125, AS), as well as their expanded rules presented in the Alpha meant to be applied as a modification to standard Alpha Strike,
Strike Scenarios chapter in this book. its header will be preceded and followed by diamond icons ().

The majority of these rules are derived from similar material ADVANCED
originally presented for the standard BattleTech board game MOVEMENT OPTIONS
as described in Total Warfare, Tactical Operations, and Strategic
Operations. The versions presented in these pages, however, have The rules in this section apply primarily to actions that can be
been re-scaled for compatibility with Alpha Strike, and will not performed during a unit’s Movement Phase, though they may
reference the original sources. Thus, players using the Alpha Strike have special impact in the Combat Phase as well.
system will not need to have access to the more detail-intensive
Total Warfare series to make use of these rules. HULL DOWN
As a special defensive maneuver, ’Mechs, ProtoMechs, and
There is, of course, a caveat to using this optional material. Even
though these rules have been written for Alpha Strike’s streamlined ground vehicles of all types may attempt to go “hull down” in an
play, they will still add to its complexity. This can result in longer effort to reduce their profile. For ’Mech and ProtoMech units, this
games as rules exceptions and special abilities pile on. Players action is akin to ducking or crouching in their present position,
should feel free to choose only to apply those rules that they feel while most vehicles instead take advantage of low-level cover in
comfortable with adding to their Alpha Strike experience. the immediate area and integral suspension system controls to
settle deeper into their position.
Standard Rule Modifications: Even with respect to the
optional nature of this material, there are exceptions. A few of
the rules presented in this chapter—notably those for Battlefield
Intelligence, Deliberate Overheating, Minimal Damage,
Occupying and Intervening Terrain, Rear-Firing Weapons, and
Variable Movement Modifiers (see pp. 16, 18, 18, 18, 19, and 22,

How a unit can “go hull down” depends on its type and LOS purposes when going hull down. ProtoMechs and all INTRODUCTION
configuration, as described below. Note that a unit that other vehicle units—which are already treated as if they
chooses to go hull down becomes an effectively stationary stand only 1 inch tall—will not reduce their height as ’Mechs ALPHA STRIKE
target as long as it remains so. Thus, if a unit spends its entire do. Regardless of the unit type or size, however, the same TACTICAL ANNEX
Movement Phase in a hull down position, it should be treated +1 to-hit modifier for attacks against the hull down unit will
as if it is standing still for movement modifier purposes (see apply, reflecting the advantages of the local cover and the ABSTRACT
Variable Movement Modifiers, p. 22). unit’s reduced profile. SPACE COMBAT
’Mechs
While hull-down, a vehicle unit can only attack using BATTLETECH
All ’Mech units are capable of going hull down during their weapons mounted in its turret (identified by the TUR#/#/# CONVERSIONS
Movement Phase by simply spending extra Move to do so, special). If the vehicle going hull down lacks a turret, it cannot
but the cost varies based on whether the unit moves on two, execute any attacks. Hull down ProtoMechs likewise reduce ALPHA STRIKE
three, or four legs (determined by the look of the miniature their damage potential while going hull-down; to reflect this, POINT VALUE
itself ). Standard two-legged ’Mechs (bipeds) must spend 3 reduce all attack values from a hull down ProtoMech by half CALCULATIONS
inches of non-jumping Move to go hull down, while three- (rounded down, to a minimum of 0).
legged ’Mechs (tripods) and four-legged ’Mechs (quads) need LANCE/STAR MOVEMENT ALPHA STRIKE
only spend 2 inches of non-jumping Move. FORCE BUILDING
Under normal Alpha Strike rules, all units move individually,
Once a ’Mech has gone hull down, it cannot move unless it but in actuality, the smallest level of organization for most ALPHA STRIKE
first stands upright again. Leaving the hull-down position in forces in the BattleTech setting are teams of units known as SCENARIOS
this manner costs the same amount of Move the unit spent to lances or Stars. Among Inner Sphere and Periphery forces,
go hull down (2 inches). a four-unit group of similar ground unit types (’Mechs or EXPANDED REPAIR
vehicles) is referred to as a lance, while Clan forces use a base- AND SALVAGE RULES
Because ground movement and jumping movement five system where five similar units are called a Star. (ComStar
cannot be combined in the same Movement Phase, units may and Word of Blake, though Inner Sphere affiliations, use a
not go hull down or leave the hull down position in the same base-six organizational scheme, with six units being known as
Movement Phase as they use jumping movement. a Level II or “ComStar Lance”.)

A ’Mech may go hull down in any terrain type, even clear When applying this to Alpha Strike play, instead of
and paved terrain. While in the hull down position, its height alternating between moving individual units, each player
is effectively reduced by half for LOS purposes, but all attacks treats the surviving units in each of his force’s lances (or Stars)
against the unit will suffer a +1 to-hit modifier due to the as a single “unit” for movement and action purposes. The
reduced profile. member units do not need to remain close together; they
simply must all be moved at the same time, to reflect their
Partial Cover: The new height of a ’Mech unit that goes team’s cohesion.
hull down must be factored into the height of any adjacent
terrain for line of sight purposes. In the case of partial cover— To use Lance/Star Movement, the players’ ground forces
blocking terrain that rises high enough to obscure one- to must be organized into 4-unit lances, 5-unit Stars, or 6-unit
two-thirds of the ’Mech’s standing height—a hull down unit Level IIs, as appropriate to their forces’ affiliations. These
can only continue to treat such terrain as partial cover if the sub-groups must be defined before game play begins, and
terrain still stands lower than the unit’s new height. If the may not be reshuffled during play, even if elements from
covering terrain is equal to or taller than two-thirds of the hull the same sub-group are destroyed or withdrawn. Any units
down ’Mech’s height, it becomes blocking terrain instead. remaining after forming all lances, Stars, or Level IIs in a
ProtoMechs and Vehicles player’s force must be assigned to a single, understrength
sub-group that will act as its own lance, Star, or Level II
Unlike ’Mechs, ProtoMechs and vehicles cannot go hull (as appropriate).
down in paved terrain, and may only go hull down in clear
terrain if the terrain has been modified by deep snow, mud, With this rule, all movement on the terrain map can be
planted fields, or sand terrain conditions (see Advanced Terrain, resolved with fewer alternations between players, and may
pp. 64-70, AS). If the terrain has been previously modified by a even simplify the resolution of uneven force numbers. For
unit with the TRN or ENG special to act as a fortified position example, a 12-’Mech Inner Sphere company (made up of
(see Fortified Positions, p. 32), it can also be used as a location three 4-’Mech lances), facing a 15-’Mech Clan Trinary (made
where a ProtoMech or vehicle may go hull down. up of three 5-’Mech Stars) would normally see the players
alternate movement up to 12 times per turn (with the Clan
For all of these unit types—regardless of their motive player having to move more than one unit a few times). Using
systems or chassis designs—the cost to go hull down is a Lance/Star Movement, the players will instead only alternate 3
flat 2 inches of non-jumping movement, after which the unit times per turn, with the Clan player moving one 5-’Mech Star
must remain stationary until deciding to leave the hull down for each of his opponent’s 4-’Mech lances moved.
position. Leaving the hull down position for these units also
costs 2 inches of non-jumping Move. For more information on building forces using BattleTech
organizational standards, see Alpha Strike Force Building,
For line of sight purposes, only vehicle units with the LG, pp. 146-157.
VLG, or SLG specials may reduce their height by 1 inch for

11

MOVEMENT DICE SHIELDING MOVEMENT
As an additional visual aid, players can use extra dice to indicate Shielding movement represents an effort by one unit to willingly
the target number modifiers created by their unit’s movement, place itself in harm’s way in order to block weapon attacks against
and to serve as a reminder of which units have moved during the another (usually weaker or tactically more important) unit.
current turn. This option is less of a rule and more of a handy tip To perform this action, the shielding unit must have at least 1
that can help keep track of a large and busy Alpha Strike game. inch of ground-based movement, which must be used to bring
Because the most common movement modifiers run from 0 to itself in base-to-base contact with whatever unit it is trying to shield
+5 (or +6 with jumping), 6-sided dice (D6s) generally make good by the end of the Movement Phase. The shielding unit may not use
movement dice, but 8-, 10-, and even 12-sided dice can work just jumping movement when doing so, and must also be standing at
as well. For best results, having dice of multiple colors can be even equal or greater height than the unit it is trying to protect.
more helpful, allowing players to cover special movement-related When all the above conditions are met, the shielding unit’s
conditions such as jumping and shutdown. For example, players presence will add a modifier to all attacks against the shielded
could use black dice to indicate when a unit is shut down—and unit, as long as the attack also passes through the shielding unit’s
thus, immobile—during the current turn, while a red die can position—as if the shielding unit were a piece of interceding
indicate that the unit is using its jumping movement, rather than terrain. If the shielding unit is a combat or support vehicle that
ground-level movement. lacks the LG, VLG, or SLG specials, this attack modifier is +1; if the
If used, a unit’s movement dice should be placed after it has shielding unit is a ’Mech or a ProtoMech, the modifier is +2.
completed its Movement Phase in the current turn, and all The shielding modifier will not apply to attacks made directly
movement dice should be removed during the turn’s End Phase. against the shielding unit itself; it only applies to attacks made
Movement dice may be placed either beside the miniature against the unit being shielded, and then only if the line of fire
representing the unit, or on its related data card. Whichever passes through the shielding unit’s position and the shielding
of these methods is selected, all players should use the same unit stands equal to or taller than the unit it is shielding.
approach, to minimize confusion. Note that though placing Units with the LG, VLG, and SLG specials are automatically
dice on the terrain map might disrupt the visual appeal of the treated as blocking terrain for LOS purposes, and thus need not
miniature battlefield, and therefore encourage players to place use shielding movement in Alpha Strike. Furthermore, if the unit
any movement dice on their units’ cards instead, placing the dice being shielded is an infantry unit of any type, the players should
beside the actual minis can dramatically reduce confusion and consider the Using Non-Infantry Units as Cover rules instead
make for smoother, more intuitive game play. (see p. 26).
Because only attacks that pass through
the shielding unit are affected, a unit can be
shielded by more than one unit at a time. If,
for any reason, the line of sight for an attack
against a shielded unit passes through two
shielding units at once, add the shielding
modifiers together before applying them to
the incoming attack.
If an attack against the shielded unit fails by
a MoF equal to (or less than) the to-hit modifier
generated by one or more shielding units, a
shielding unit will suffer the damage instead. If
more than one shielding unit may be attacked
for this reason, determine which shielding unit
is struck randomly. For example, if an attack
targets a command vehicle being shielded by a
BattleMech, the shielding ’Mech adds a +2 to-
hit modifier to the attack. If the attack roll fails
by 1, the shielding ’Mech takes the hit instead.
Any attack that misses a shielded unit by a
MoF greater than the to-hit modifier created
by the shielding units, the attack misses
entirely; neither the shielded unit nor any of
the shielding units will take damage from such
an attack.
Shielding movement provides no defense
against area-effect attacks (such as those
delivered by bombs and artillery), or against
air-to-ground attacks of any kind.

A Strike Star from Clan Wolf’s Gamma Galaxy rushes onto the battlefield from a forest.

SKIDDING All damage caused by a skid—including damage from any
Skidding is an unintentional effect of moving too fast on collisions that occur during a skid—are applied before the
paved or icy surfaces, and is a hazard to ’Mechs, ProtoMechs, Combat Phase of game play, along with any critical hits that
and ground vehicles that use a tracked or wheeled result from them.
movement. Skidding is more likely with units that produce a
higher momentum, and thus it tends to be a bigger problem Collisions: If the skidding unit encounters a building, a level
for faster units than it is for slower ones. change (up or down), water terrain, or any terrain restricted to
A ’Mech, ProtoMech, or ground vehicle unit with the its movement type before the end of its skid distance, the unit
tracked (t) or wheeled (w) movement codes must roll to avoid will come to an immediate stop and suffers collision damage INTRODUCTION
ski•d•dTinhge when all of the following conditions are met: (see below).
unit ended its previous Movement Phase on ALPHA STRIKE
pavement/road/bridge terrain types (see pp. 28-30, AS), If the skidding unit encounters any non-infantry units TACTICAL ANNEX
or on ice terrain (see p. 65, AS). during its skid (regardless of the other unit’s affiliation),
•• The unit is beginning its Movement Phase by travelling at the players controlling the skidding unit must make ABSTRACT
least 1 inch on any one of those same terrain types. another 2D6 roll against his unit’s Skill Rating, applying all SPACE COMBAT
•• The unit is not using jumping movement during its modifiers for a Charge attack against the other unit (see
current Movement Phase. p. 37, AS), plus an additional +2 target modifier to reflect BATTLETECH
the unintentional nature of this “attack”. If the roll fails, the CONVERSIONS
Resolving a Skid skidding unit misses the other unit and continues its skid.
To see if a unit skids, its player must make a special Control Otherwise, it is treated as if it has collided with the other ALPHA STRIKE
unit, and comes to an immediate stop, suffering collision POINT VALUE
Roll as soon as the above conditions are met and the miniature damage as described below. CALCULATIONS
has already moved 1 inch along its intended direction. This
roll uses the unit’s Skill Rating as its base target number, and If a skidding unit encounters an infantry unit during its ALPHA STRIKE
applies the modifiers shown in the Skid Modifiers Table. If skid (conventional or battle armored), the same Charge FORCE BUILDING
the roll result is equal to or higher than this modified target attack roll is made against the infantry unit, but with a +4
number, the unit will continue its move normally for that turn. “unintended target” modifier, instead of the +2 described ALPHA STRIKE
Otherwise, it will skid for a number of inches equal to twice above. The damage delivered by the unintentional charge is SCENARIOS
the roll’s MoF—unless it collides with something that can stop described below.
it (see below). Thus, a unit that fails a skidding Control Roll by EXPANDED REPAIR
5 may skid for up to 10 inches. Collision Damage: If a skidding unit suffers a collision with AND SALVAGE RULES
terrain, buildings, or non-infantry units, it will suffer additional
A skidding unit travels in a random direction based on its damage from this collision equal to its own Size value. If the
orientation at the start of its current Movement Phase. This skidding unit is a vehicle, it must also roll for Motive Systems
skidding direction is found by rolling 1D6 and using the Damage (see p. 42, AS) upon sustaining any collision.
numbers in parentheses found on the 2-inch AoE template
(see p. 161, AS), and aligning the direction indicated by a result If the skidding unit collides with a building or any non-
of 3 or 4 to the unit’s original facing. infantry unit, it will also inflict damage to such unintended
targets. For all of these unintended targets except infantry,
Once a skid ends—either because the unit simply skidded this charge damage is equal to the number of inches the
for the entire distance described above, or via a collision, as skidding unit moved, multiplied by the skidding unit’s Size
described below—the skidding unit’s Movement Phase is ended. value, and divided by 8—rounding all fractions normally.
Thus, a Size 3 unit that skids 6 inches before it collided with a
Skidding Damage and Collisions building, would deliver 2 points of damage to the building (6
Skidding units will automatically suffer 1 point of damage for [inches] x 3 [Size] ÷ 8 = 2.25, round normally to 2).

every 4 inches they have skid (rounded down, to a minimum For ease of reference, the Collision/Charging Table
of 0). In addition, these units may strike and collide with summarizes the damage inflicted by a skidding or charging
buildings, terrain, and even other units while doing so. For this unit, based on its Size and distance moved.
reason, players should check for and apply the effects of any
possible collisions before applying damage caused by the skid If the target of an unintended skid is an infantry unit of any
itself. Any non-collision damage from a skid must be based on kind, the damage delivered by the skidding unit will equal the
how many inches the unit actually moved, rather than how skidding unit’s Size value only, regardless of the skid’s distance
many it could have moved during its skid. Thus, if a unit that prior to collision. Furthermore, the skidding unit will continue
would otherwise skid for 10 inches finds itself colliding with on its skid after hitting the infantry, suffering no significant
a building after sliding only 6 inches, it will suffer 1 point of damage from the scattered troops it just struck.
skidding damage after first applying the collision damage (6
inches actually skid ÷ 4 = 1.5, round down to 1).

13

SKID MODIFIERS TABLE ADVANCED
COMBAT OPTIONS
Condition Modifier
Unit’s Available Move is 0.68 While the previous rules in this section largely focused on unit
–1 movement, the following covers options that apply primarily to
4” or less +0 the Combat Phase of a typical Alpha Strike game turn.
5” to 8” +1
9” to 14” +2 ARTILLERY COUNTER-BATTERY FIRE
15” to 20” +4 Under the advanced options found in Alpha Strike, artillery can
21” to 34” +5
22” to 48” +6 be employed in either on-board or off-board forms. Although,
49” or more +2 technically, any artillery unit that is firing from a range of more
Sprinting (see p. 63, AS) than 34 inches may be considered “off-board artillery”, such units
can be subject to attack under the various standard game play
COLLISION/CHARGING TABLE rules as long as they are visually represented on the playing area.
When an artillery unit is truly off the map, however, shooting back
Distance Moved (by Skidding/Charging Unit Size) Damage at it can become more problematic.
Size 1 Size 2 Size 3 Size 4+ Delivered
The following artillery counter-battery fire rules apply when
Less than 4” Less than 3” Less than 2” Less than 1” 0 attempting to attack any artillery unit that is striking from
beyond the borders of the game map. These rules are based on
4” to 12” 3” to 6” 2” to 4” 1” to 3” 1 the standard artillery rules found on pp. 73-75 of Alpha Strike. For
the purposes of these rules, only units with an artillery weapon
13” to 20” 7” to 10” 5” to 7” 4” to 5” 2 (represented by an ART special) may be used to deliver counter-
battery fire; if players wish to engage off-map artillery units more
21” to 28” 11” to 14” 8” to 9” 6” to 7” 3 directly, a new map should be set up to determine the actual local
terrain in and around such units, and distances between the two
29” to 36” 15” to 18” 10” to 12” 8” to 9” 4 maps should be well defined, to help determine how long any
units would need to cross any terrain between them.
36” to 43” 19” to 22” 13” to 14” 10” to 11” 5
Units equipped with artillery weapons, and which wish to use
44” or more 23” or more 15” or more 12” or more 6 them for artillery counter-battery fire, will be identified in these
rules as counter-battery units.
ADDITIONAL
CHARGE ATTACK MODIFIERS Acquiring the Target: Artillery counter-battery fire is
reactionary by its very definition. Until the first hostile shells land,
Condition Modifier there is little opportunity for the forces on their receiving end to
Unit is Skidding know that the enemy even has artillery beyond the map—much
Auto-Hit less where this artillery is shooting from. An off-board artillery
Target is Terrain* +2 unit can only be acquired as a target after its first off-board
Target is any non-infantry unit +4 artillery attack lands in an area within the LOS of one or more
Target is any infantry unit** units friendly to a counter-battery unit.

Note:The charge attack modifiers presented here apply in addition to those found Acquiring an off-board artillery target under these rules
on p. 37, AS. means that the counter-battery unit has gathered enough data
to determine the off-board artillery unit’s weapon type, general
*Includes buildings, level changes, water, or restricted terrain features. direction, and estimated distance. At this point, the counter-
**Skidding units do not stop skidding on collision with infantry units. battery unit may begin to deliver counter-battery fire in the next
turn’s Combat Phase. Until a target is acquired, however, counter-
battery fire may not be attempted, as the counter-battery units are
too uncertain about their off-board targets’ range and direction.

Resolving a Counter-Battery Attack: Counter-battery
fire against an off-board artillery unit always uses the rules
for indirect artillery fire (see pp. 73-75, AS), but can only be
attempted by artillery weapons that have a maximum range
equal to—or greater than—that of the off-board artillery unit
they are firing back at. A list of these artillery ranges can be found
in the Alpha Strike artillery rules (see p. 73, AS). For example,

a counter-battery unit equipped with
a Long Tom artillery weapon (ART-LT
special; Max Range: 1,020”) may return
fire on any off-board artillery unit using
a Long Tom, Sniper, Thumper, or Arrow IV
artillery weapon, but it cannot return fire
against an off-board Cruise Missile/50
launcher, which has a maximum range of
1,700 inches. INTRODUCTION
Because counter-battery fire is almost
always done based on guesses and ALPHA STRIKE
estimates gleaned from the enemy TACTICAL ANNEX
artillery’s hits, these attacks cannot
benefit from friendly spotters or active ABSTRACT
probes (LPRB, PRB, or BH specials), nor SPACE COMBAT
can they be adjusted by the presence
of a friendly spotter near the point of BATTLETECH
impact. Each subsequent shell that lands CONVERSIONS
on the battlefield from the off-board
artillery attack target, however, improves ALPHA STRIKE
the counter-battery unit’s ability to POINT VALUE
triangulate its target’s position, providing CALCULATIONS
an additional –1 to-hit modifier per shell
(to a maximum modifier of –4). This ALPHA STRIKE
bonus only applies if a unit friendly to the FORCE BUILDING
counter-battery unit had LOS to the shell’s A team deploys its Thumper artillery piece near fortified buildings hoping to gain some measure of protection.
ALPHA STRIKE
impact when it arrived. SCENARIOS
If the counter-battery attack roll
succeeds by a margin of 1 or more, the target off-board ARTILLERY FLAK EXPANDED REPAIR
artillery unit suffers damage equal to what the counter- If airborne units are in play during a scenario in which AND SALVAGE RULES
battery artillery weapon would deliver at the center of its
impact area. If the attack only succeeds by a MoS of 0, the off- ground-based artillery weapons are also present and 15
board artillery unit suffers half of the counter-battery unit’s equipped with Cluster munitions (see pp. 76-77, AS), these
artillery damage (rounded down, to a minimum of 0). If the artillery weapons may be able to execute a special anti-air
attack fails, the counter-battery fire has missed entirely. attack known as artillery flak. Artillery flak attacks may be
executed against any hostile aerospace units that pass over
Shell Flight: Damage from any successful (or partially a ground map where such artillery weapons are located, or
successful) counter-battery fire cannot be applied until the against aerospace units that end their Movement Phase in the
counter-battery shells have flown to their target (see p. 74, Central Zone of the atmospheric Radar Map that corresponds
AS). This “shell flight time” is the same number of turns used to a ground map where the artillery weapon is located.
by the off-board artillery unit’s own attacks against the battle
map. Thus, if an off-board artillery unit’s shells require 3 turns An artillery flak attack is resolved in the artillery unit’s
to reach the map, any counter-battery fire will take 3 turns to Combat Phase like a standard weapon attack. The base to hit
reach the off-board unit’s position after they have been fired. for this attack is equal to the artillery unit’s Skill Rating with a
+3 target modifier. If the artillery unit moved and the Variable
It is recommended that players reserve some extra dice to Movement Modifiers rule is in play (see p. 22), the artillery unit’s
act as turn counters for artillery shells in flight. movement modifier also applies. Finally, if the aerospace unit
targeted by artillery flak is operating on the Central Zone of
the atmospheric Radar Map, but is not currently flying directly
over the ground map (i.e., the airborne unit is not engaging in
an air-to-ground strike), an additional +2 to-hit modifier will
ARTILLERY COUNTER-BATTERY also apply.
FIRE MODIFIERS TABLE
A successful artillery flak attack will strike the aerospace unit
with damage equal to the artillery weapon’s normal attack
value, minus 1 point (the same damage as a ground unit would
Situation To-Hit Modifier suffer from a hit delivered by artillery cluster munitions). This
Counter-Battery Fire +7 damage is assessed in the same Combat Phase that the attack

Each successive shell from Target unit* –1 (Max –4) was made, and any possible Critical Hit effects or Control Rolls

*Shell impact must be witnessed by at least one friendly unit with LOS to required must be applied as well.
point of impact Artillery flak attacks that miss their target will explode

harmlessly in the air.

 BATTLEFIELD INTELLIGENCE (MODIFIED)  BATTLEFIELD INTELLIGENCE
As presented originally in Alpha Strike, the Battlefield Intelligence RATING TABLE

rules—intended to simulate the practical effectiveness of a force’s Item in Player’s Force BI Rating Points
various reconnaissance and communications assets—were 2
slightly flawed. The following rule modification thus replaces that Each ground unit with the 1
material to improve and balance its usability. Recon (RCN) special ability 2
BATTLEFIELD INTELLIGENCE SCORE
Each non-DropShip aerospace unit 2
The effectiveness of a force’s battlefield intelligence depends
on the relative capabilities of each force’s reconnaissance and Each non-DropShip aerospace unit 1
communications assets. This is found by determining and with the Recon special ability
comparing the opposing armies’ battlefield intelligence (BI) score.
To find a force’s BI score, add up the appropriate point values for Each DropShip aerospace unit
the intelligence-capable units each force has in its roster from (on-planet on in the field)
the Battlefield Intelligence Scoring Table. Note that a unit or
element described as “on-planet” indicates that the unit may be Each point of MHQ special ability
off the map, but must be part of the force’s army roster, must be in the battlefield
functional, and must be considered on the ground or no farther
away than the operational range of the atmospheric Radar Map
that corresponds to the current ground battle.

The first computation of each army’s BI score must take place For example, Joshua’s force includes a lance or artillery INTRODUCTION
before the game begins. The force with the larger BI score at this units—4 in all—in its roster, and has a total BI score of 8
point will then gain the benefits of Area Knowledge and Pre- going into his current battle against his opponent, Joel. ALPHA STRIKE
Plotted Artillery, if the requisite rules are available (see below). Joel’s army, meanwhile, has the same number of artillery TACTICAL ANNEX
In addition to this, at the start of every turn thereafter, both units, but only brings a BI score of 2 to this fight.
sides will need to recalculate their BI scores, to determine which ABSTRACT
side will unlock an additional BI Initiative Bonus ability that can Joshua’s force enjoys the higher BI score, beating out SPACE COMBAT
give them a commanding influence in how the fight rages on. Joel’s score by 6 points (8 – 2 = 6), but because he only
BATTLEFIELD INTELLIGENCE BENEFITS has 4 artillery units, the maximum number of pre-plotted BATTLETECH
artillery impact points he can designate before the scenario CONVERSIONS
Most of these benefits for Battlefield Intelligence hinge on starts is 4.
which force has the higher BI score between both sides. Most ALPHA STRIKE
benefits are established before the scenario begins, but others BI Initiative Bonus POINT VALUE
may be gained or lost on a turn by turn basis. Thus, players The BI Initiative Bonus provides a number of Initiative CALCULATIONS
should recheck their BI various again during the End Phase
of any turn in which either force loses (or gains) a unit that Bonuses to units on the field. These bonuses should be noted ALPHA STRIKE
can affect its BI rating. A changed ratio may alter the benefits on the card of the unit it is assigned to, either by marking INIT FORCE BUILDING
applied in the following turn. on the special abilities of the card or placing a token on the
card to represent the initiative bonus. If the unit is destroyed ALPHA STRIKE
Each player must reveal his force’s BI rating to use this rule, or is within an enemy ECM field during the Initiative Phase, SCENARIOS
but they are not required to provide a detailed breakdown of that initiative bonus cannot be used that turn.
points until the end of the game. EXPANDED REPAIR
Area Knowledge The player gets a +1 Initiative Bonus to place if there is at AND SALVAGE RULES
least one unit that features a Mobile Headquarters (MHQ#)
The Area Knowledge benefit only applies to the force that special ability with a value of 4 or higher. This bonus must be
has a higher BI score at the start of the scenario, and may only placed on a unit with MHQ4 or higher. The player gets another
be used if the Hidden Units rules are also in play (see p. 102, +1 Initiative Bonus if the force has at least 1 unit with the Recon
AS). With this benefit, the force that has the higher BI score (RCN) special ability per 4 units in the force to place on one of
may begin play with a number of units hidden. the units with the RCN special ability. In addition, the player
gets another +1 Initiative Bonus if the force has at least 1 unit
The maximum number of units that may be hidden by with Mobile Headquarters (MHQ#) special ability with a value
virtue of a higher BI score equals the total number of units of 1 or higher per 4 units in the force, to be placed on one
that force is bringing to the battlefield, divided by the number of the units with MHQ1 or higher. The maximum BI Initiative
of those units that possess the Recon (RCN) special ability (see Bonus is a total of +3. Multiple bonuses can be stacked on a
p. 108, AS), rounded normally. This number may not exceed single unit, but if the unit is destroyed or in an ECM field, all
half of the total force committed to the scenario. the BI Initiative Bonuses on that unit are lost.

If the force with the Area Knowledge benefit is the Attacker For example, Joshua’s company-sized force of 12 units
for this particular scenario type, the hidden units may only be contains a dedicated Mobile HQ vehicle with a MHQ6
placed in positions up to half way across the map from the special, plus a lance of ’Mechs that feature one C3 Master
force’s deployment zone—and no less than 12 inches from the Computer (which also counts as a MHQ5 special) and 3
nearest deployed enemy unit. If this force is not the Attacker, C3 Slave Computers (each of which counts as a MHQ1).
the hidden units may be placed anywhere on the map area Joshua gets a +1 Initiative Bonus to place on one of either
except the opposing force’s deployment zone. his dedicated Mobile HQ vehicle or C3 Master, and elects
Pre-Plotted Artillery to place it on his dedicated Mobile HQ vehicle. Joshua
gets a second +1 Initiative Bonus to place for having at
The Pre-Plotted Artillery benefit only applies to the force least one MHQ per 4 units, and places this one on his C3
that has the higher BI score at the start of the scenario, and Master Computer unit. Joshua’s force only has one unit
may only be used if that force has artillery units in his force with RCN, so there Joshua does not get the third Initiative
roster and artillery rules are also in play (see pp. 73-76, AS). Bonus to place.
With this benefit, the force that has the higher BI score may
begin play with a number of pre-plotted points of impact for At the start of the turn, the dedicated Mobile HQ vehicle
his artillery weapons. is still in play and not in an ECM field. The opponent has
managed to place a unit of his with ECM within 6” of
The number of pre-plotted artillery impact points received Joshua’s C3 Master unit however. Joshua gets a +1 Initiative
by virtue of this benefit equals the difference between Bonus from the mobile HQ, but no bonus from the ECM’d
the force’s BI score and that of its opponent. The maximum C3 Master.
number of such pre-plotted points may not exceed the
number of artillery-equipped units in the force’s roster.

17

CRITICAL SUCCESS (AND FAILURE) Otherwise, the unit’s heat sinks will automatically reactivate
The critical success (and failure) rule rewards the luckiest dice and the unit will cool itself normally. While deliberately
overheating, the unit obeys all relevant rules for its heat level,
rolls, and punishes the unluckiest. including the standard rules for Heat (see pp. 44-45, AS), and—
Under this rule, a “critical success” occurs any time an if the unit possesses it—those for triple-strength myomer (see
p. 48, AS).
unmodified 2D6 roll of 12 is made for any attack or action that  MINIMAL DAMAGE 
requires a to-hit roll (including weapon attacks, physical attacks,
and Control rolls), while an unmodified 2D6 roll result of 2 in the Some armed units in Alpha Strike deliver damage on a scale
same circumstances indicates a “critical failure”—also sometimes so low that their attacks can potentially have no effect on the
known as a fumble. Critical successes (and critical failures) cannot targeted unit. This typically occurs with lightly armed units,
be applied to Initiative rolls, nor can they be applied to rolls made such as ProtoMechs, armored personnel carriers, and the
to determine the effects of an action (such as any random damage lightest battle armor types—most of which typically rely on
effects, critical hits, and hull breach checks). numbers to make up for their limited firepower. As shown in
the Battletech Conversions chapter (see pp. 90-137), units that
Critical Success: When a critical success is achieved as fall into this category will feature a damage value of “0*” (zero,
described above, the action in question automatically succeeds, with an asterisk) at the appropriate range bracket. This value
even if the conditional modifiers would otherwise require a roll of indicates that the unit can deliver minimal damage at that
13 or more. If the action is a weapon or physical attack, the only range, rather than no damage at all.
requirement is that the attacker has the ability to deliver damage
against the target at the range it is attacking from, and that no Every time a unit executes a successful attack at a range
blocking terrain (such as buildings or hills) lies along the line of bracket that delivers 0* damage, its controlling player must
sight between them. An example of this is an attack against a unit make a 1D6 roll. If this die roll result is 4 or higher, the attack
with a high target movement modifier, at long range, through delivers a single point of standard damage. Otherwise, the
6 inches of woods, by an attacker with a poor Skill Rating. If attack still hits, but delivers no damage at all to the target.
the action is a Control Roll or other non-combat action, critical Successful minimal damage attacks that fail to deliver any
success simply allows the unit to accomplish its desired action. actual damage may not resolve any Critical Hit or Motive Hit
checks, but they will prompt hull breach checks if they occur in
Critical Failure: When a critical failure occurs as described underwater or vacuum environments.
above, the action in question automatically fails, even if the
conditional modifiers would have otherwise reduced the required Minimal damage only applies to damage inflicted by a unit’s
roll to 2 or less. No additional penalties or effects of this failure weaponry; it cannot be applied to physical attacks, collisions,
are applied as a result; given the fast-paced nature of Alpha Strike falling, and other non-weapon conditions, nor can it be applied
game play, simply failing is punishment enough. to area-effect damage. In the case of special rules that modify a
unit’s damage and require rounding—such as glancing blows
Quality of Success (or Failure): For the purposes of rules (see Variable Damage, p. 21)—minimal damage attacks always
where a Margin of Success or Margin of Failure is needed, a critical round down to 0.
success is treated as having a MoS of 1, while the MoF for a critical Adapting Older ProtoMech Conversions
failure is calculated normally—but only to a minimum MoF of 1.
 DELIBERATE OVERHEATING (’MECHS ONLY)  As mentioned above, a key unit type that tends to feature
minimal damage effects is the ProtoMech. Older Alpha Strike unit
Under normal Alpha Strike game play, heat-tracking units cannot cards presented the stats for ProtoMechs as a group of 5 such
overheat unless they opt to use whatever Overheat Value they have units (called Points), even though each member of a ProtoMech
to do so, or are exposed to external heat sources such as fires and Point is treated as an individual element for movement and attack
opposing units with the HT#/#/# special. For ’Mech units equipped purposes. This prompted a rule for dividing ProtoMech Points into
with standard triple-strength myomers (i.e. the TSM special), this individuals (see p. 39, AS).
can be a problem when trying to attain the heat levels high enough
to activate the unit’s greater physical combat strength and lifting With the Minimal Damage rule in play, players may adapt these
capacity, if neither of these options is available. older ProtoMech Point data cards by replacing the Individual
ProtoMech Values Table shown in Alpha Strike (see pp. 39 and
The deliberate overheating rule allows any ’Mech that lacks 167, AS) with the Modified Individual ProtoMech Values Table
an OV of 1 or more to deliberately “spike” its heat level by simply presented here. Note that this table also adjusts the individual
declaring its intention to do so during the End Phase of any turn. armor values of ProtoMech Points, in keeping with the conversion
This reflects the pilot willfully deactivating heat sinks in an effort rules found in the BattleTech Conversions chapter.
to get his machine to run hotter than normal.  OCCUPYING AND INTERVENING TERRAIN 

Because the unit lacks an actual Overheat Value, this heat Terrain is occupied if any part of the unit’s base is in contact with
spike cannot add to the unit’s weapon attack value. Instead, it the terrain. Terrain is intervening if the Line of Sight passes through
simply increases the unit’s heat by 1 level on the Heat Scale— it before reaching the target, and any terrain occupied by the
to a minimum level of 1. This increase is applied after all other attacker is considered intervening even if it does not pass through
heat factors have been resolved, including those created by fire, Line of Sight to the target.
environmental factors, weapon attacks, and so forth.

A unit that deliberately overheats in this manner only
continues to do so as long as its controlling player declares
that it is deliberately overheating in each turn’s End Phase.

MODIFIED INDIVIDUAL Combining Forward (or Turret) and Rearward Attacks: A
PROTOMECH VALUES TABLE unit with rear-firing weapons may still deliver normal forward-
firing attacks in the same turn as it attempts a rear-firing
Value (Point) Value (Individual) weapon attack, but its ability to do so becomes somewhat
limited. To reflect this, for every point of damage the unit’s
00 rear-firing weapons would inflict on a successful attack against
their target, its forward-firing (or turret-based) weapons must
1 to 4 0* reduce their damage on a successful attack. This forward-arc INTRODUCTION
damage reduction is applied before the use of any additional
5 to 7 1 attack damage made possible by overheating. ALPHA STRIKE
TACTICAL ANNEX
8 to 12 2 Additional Restrictions: Overheat damage cannot be applied
to rear-firing weapon attacks, nor can a rear-firing weapon attack ABSTRACT
13 to 17 3 deliberately reduce its damage values to improve forward-firing SPACE COMBAT
(or turret-based) weapon attacks. Finally, attacks made using
18 to 22 4 rear-firing weapons cannot make use of other special attack BATTLETECH
abilities, such as indirect fire, flak, or artillery. CONVERSIONS
23+ 5
For example, an AS7-K Atlas possesses standard attack ALPHA STRIKE
*At the individual ProtoMech level, damage values delivered by ProtoMechs values of 3/3/3, and has an overheat value of 2 (with the POINT VALUE
of this range fall under the Minimal Damage rule; individual ProtoMech OVL special) that allows it to hit targets harder at all three CALCULATIONS
armor at this range is treated as 0. range brackets in its forward arc. It also possesses the REAR
(1/1/0) special ability. The Atlas finds itself facing an enemy ALPHA STRIKE
 REAR-FIRING WEAPONS  Centurion at Medium range, while a Vulcan has managed FORCE BUILDING
Although rear-facing weapons are common enough on larger to slip behind it at Short range.
ALPHA STRIKE
and less flexible units like mobile structures and DropShips, The Atlas’ controlling player decides to attack both SCENARIOS
several smaller units also feature secondary weapons mounted targets at once, but its rear-firing weapons—which can
to face into their rear fields of fire, to discourage pursuit. ’Mechs, inflict 1 point of damage against the Vulcan at Short EXPANDED REPAIR
vehicles, and fighters that possess such weaponry will feature range—will reduce its ability to strike the forward target by AND SALVAGE RULES
the REAR (#/#/#) special unit ability to reflect this. As with most an equal amount (1 point). This would mean the Centurion
other special weapon abilities, the numbers associated with in front of the Atlas will suffer only 2 points of damage on a
this ability indicate the damage that the unit’s successful strike, unless the Atlas pilot decides to overheat
rear-facing weapons can inflict at each range his ’Mech to add more damage to its forward attack.
bracket.

Ground Units: In Alpha Strike game play,
any ground unit with rear-facing weapons may
decide to use them against any targets that
begin the Combat Phase outside of the unit’s
normal firing arc. This rear attack is resolved
using all of the same rules as a normal weapon
attack, but applies an additional +1 to-hit
modifier due to the uncommon direction of fire.

Airborne Units: For fighter units equipped
with rear-facing weapons, the same rules apply
as for ground units. Because of the unique nature
of Alpha Strike’s abstract aerospace combat,
however, a fighter may only use its rear-facing
weapons against units that are specifically tailing
them (see pp. 58-60, AS), and within range of
these rear weapons. Thus, if a fighter has rear-
firing weapons that only deliver damage to
the Short range bracket, it may only use these
weapons against tailing enemies at Short range.

19

PRACTICAL LINE OF SIGHT PRACTICAL LINE OF
Under the core Alpha Strike rules, line of sight (LOS) between SIGHT SIZE TABLE

units is generally based directly on the size of the miniatures being Unit Type (Size Class) Size Template (H x D)
used. But this approach does not often take into consideration that
the poses and scale of many BattleTech minis can fluctuate wildly, ’Mech (1-4) 2” x 1.25”
often creating a situation where a unit is disproportionately more
or less visible than should technically be. Under the following Superheavy ’Mech (4 + LG) 3” x 1.5”
Practical Line of Sight (PLOS) rule, players instead treat their
Alpha Strike miniatures more like icons that represent the physical ProtoMech (All) 1” x 1”
positions of each unit on the map—while generic templates are
used to judge a target’s visibility more fairly. Infantry (Any) 1” x 1.25”

Practical LOS is only used in ground combat, and then only Combat Vehicle (1-4)* 1” x 1.25”
when the lines of sight between units may be in doubt. Against
airborne units—even those flying directly over the ground map— Support Vehicle (1-3) 1” x 1.25”
templates are not required; the lines of sight by and against these
units are effectively clear in both directions. Support Vehicle (4+) Use Miniature or
Suggested Template
To find a unit’s practical size and shape for targeting purposes,
cross-reference its type and Size value with the dimensions found *This size template may also be used for grounded fighters and Small
in the Practical Line of Sight Size Table. This table, which provides Craft units
measurements for the most common units used in Alpha Strike,
defines a cylinder-shaped area that represents the actual volume (such as a building, an exceptionally large unit, or a hill), there
these units occupy. The dimensions in the table provide both is a chance the spotter has PLOS to its target. To determine how
the height and diameter (H x D, expressed in inches) of each much, the spotter must also see if it can draw a similar line of sight
cylindrical template that corresponds to the listed unit types. at least low as one third of the way down the unit’s template ruler
Players may then substitute an actual cylinder of this size for their height, or more than two thirds of the way down (these lines are
minis when determining PLOS, or simply use the PLOS Template also marked on the template rulers).
Rulers found at the back of this book, standing the rulers directly
against the unit’s base to show its actual profile (almost as if the If the PLOS line can spot the target’s template from its very top
player were measuring the unit’s height manually). to as far down as the lowest one-third of the target’s height, the
target is fully visible for PLOS purposes—give or take any non-
Practical LOS between units begins at the center point of the blocking terrain, such as intervening woods. If the PLOS line can
top of the spotting unit’s size only spot the target from its top to less than its lower one-third
template. If a straight line— line due to blocking cover, the target will benefit from partial
created by a ruler, string, or cover. If the PLOS line cannot even proceed one third of the way
laser pointer—can then draw down from the target’s height before encountering blocking
a line of sight to the target’s terrain, the target unit is fully covered for PLOS purposes.
top without going through
some form of blocking terrain With this method, the same principle can even be applied
vertically as well as horizontally. In this case, line of sight is still
determined using a point on top of the spotting unit’s template,
but this origin point must be determined from the center of the
spotting unit for maximum accuracy. If the PLOS line can see at
least one-third of the target’s width (and most or all of its height)
from its vantage point, the target receives partial cover benefits.

• superheavy ’mech • • ’mech • • protomech • • infantry & vehicles •

• practical line of sight templates •

If the PLOS line can see two-thirds or more of UNCOMMON UNIT TEMPLATES TABLE
the target’s width, the target receives no partial
cover. Once more, the template rulers include Unit Type (Size Class) Unit Size Template (L x W x H) INTRODUCTION
these one-third and two-third lines to aid the Rail Support Vehicles (1+) Special (1” wide x 1.25” high)
players that use them. x 1” long per 2 total Size* ALPHA STRIKE
Airship Support Vehicle (3) Any TACTICAL ANNEX
Under the PLOS rule, all units may benefit Airship Support Vehicle (4) 4” long x 1.5” wide x 1.5” high
from partial cover if a line of sight can only see LG ABSTRACT
more than a third (but less than two-thirds) of VLG 6” long x 2.5” wide x 2.5” high SPACE COMBAT
the target’s template without passing through
blocking terrains. BATTLETECH
CONVERSIONS
Uncommon Units and PLOS Airship Support Vehicle (5) SLG 9” long x 3.5” wide x 3.5” high
ALPHA STRIKE
Grounded DropShips, buildings, Mobile Naval Support Vehicle (3) LG 6” long x 2” wide x 5” high** POINT VALUE
CALCULATIONS
Structures, and other exceptionally large units Naval Support Vehicle (4) VLG 12” long x 3” wide x 7” high**
(those with the LG, VLG, or SLG special abilities) Naval Support Vehicle (5) SLG 18” long x 4” wide x 10” high** ALPHA STRIKE
tend to have much more irregular shapes and FORCE BUILDING
sizes, which defy easy template creation. For this
reason, players are encouraged to either create Aerodyne Small Craft (Any) LG 3” long x 2.5” wide x 2” high ALPHA STRIKE
their own custom rulers expressly for such units, SCENARIOS
or simply treat the miniature itself as a truthful Spheroid Small Craft (Any) LG 2” diameter x 3” high
Aerodyne DropShip (1) LG 5” long x 4” wide x 3” high EXPANDED REPAIR
AND SALVAGE RULES
representation of the unit’s size and shape. Aerodyne DropShip (2) VLG 8” long x 6” wide x 5” high
Uncommon Unit Templates: If miniatures 21
are not available for some reason, suggested Aerodyne DropShip (3) SLG 12” long x 8” wide x 7” high

templates for many of these uncommon unit Spheroid DropShip (1) LG 4” diameter x 6” high

types are given under the Uncommon Unit Spheroid DropShip (2) VLG 8” diameter x 10” high
Templates Table. Unlike the standard PLOS Spheroid DropShip (3) SLG 12” diameter x 14” high
templates, these suggested dimensions may
describe more rectangular or oblong shapes
(with a length, width, and height—such as may *The length of a Rail support vehicle (in inches) may be found by adding together all

be found for large enough rail vehicles, landed size values for the train engine and its trailer cars, then dividing the result by 2, rounding

airships, large naval vessels, and aerodyne normally. For example a Size 3 rail engine, with four Size 2 trailer cars attached, would have a

DropShips), as well as spherical profiles (with total Size of 11 (3 + 2 + 2 + 2 + 2 = 11)

a diameter and height—such as found with **These dimensions reflect the naval vessel’s height above the water surface. Each of these

spheroid DropShips). template classes also occupies a submerged area 1”below its water line per 5”of unit height

Buildings and Mobile Structures: For (rounded normally).

buildings and Mobile Structures, which
can come in any shape desired, players are
encouraged to create whatever template they desire, or If an attack fails to deliver any damage as a result of this
even employ custom-build miniatures to represent their size rule, the attack will also fail to trigger any Critical Hit or Motive
relative to the units on the field. These constructs—which checks. If a variable damage attack is successfully delivered
work as blocking terrain any time a line of sight passes against a unit that is underwater or operating in vacuum, and
through them—may never benefit from partial cover under is susceptible to hull breaches, the attack will prompt a hull
any of the current rules, and are always treated as fully visible breach check even if it delivers no damage at all.

if any portion of their profile can be spotted over other For example, an AWS-9M Awesome (attack values:
blocking terrain features. 4/4/3) executes a successful attack against an enemy

VARIABLE DAMAGE Bushwacker at its Medium range. This attack would deliver
The normal rules deliver all of the unit’s potential damage 4 points of damage—the Awesome’s normal Medium
range attack value—under standard Alpha Strike rules,
in a successful attack, but this is rarely the case in actuality, but the players are using Variable Damage instead, so the
as most units carry many weapon systems that feature subtle player rolls 4D6. The individual die results are 2, 4, 6, and 5.
variances in their effective range, accuracy, and damage As three of those dice are 4 or higher, the Awesome delivers
output. To better simulate this effect, any time a unit executes only 3 points of damage to its target.
a successful weapon attack, its controlling player must roll
1D6 for each damage point the unit would deliver at that When the Bushwacker returns fire, its standard Alpha
range under standard Alpha Strike rules. For each die result Strike damage value of 3 at Medium range is likewise
of 4 or more, the attack delivers 1 point of damage (up to its resolved by rolling 3D6. Unfortunately for its controlling
maximum damage potential). player, the rolls are 1, 1, and 3. Despite executing a
successful attack, the Bushwacker fails to deliver any

actual damage to its opponent.

Direct Hits and Glancing Blows EXPANDED MOVEMENT
As an alternative to the variable damage rule above, players MODIFIERS TABLE

may instead use the following rule to inject a more controlled Target’s Available MP Modifier
level of uncertainty into their attack results. Unit is Shutdown/Immobile –4
Unit Standing Still +0
With the glancing blow rule, a unit executes a direct hit—and 0”-4” +0
thus delivers its full standard damage potential to the target—if 5”-8” +1
its attack hits by any MoS as normal, but if the attack fails by 1 9”-12” +2
point instead, a glancing blow occurs. A glancing blow delivers 13”-18” +3
damage equal to half of the unit’s attack value at the appropriate 19”-34” +4
range, rounded down (to a minimum of 0). 35+” +5
Unit Jumped +1
As with the variable damage rule, any attack that finds itself Target Modifier
reduced to 0 damage points as a result of a glancing blow outcome Has Stealth Armor Varies (as per p. 37, AS)
will also lose any chance to deliver a Critical Hit or Motive damage Is Dropping Unit +3
check. Glancing blows that deliver no damage will, however, still Attacker Modifier
prompt hull breach checks if the proper conditions apply (the Attacker Standing Still –1
target is susceptible to hull breach checks and is submerged, or Attacker Jumped +2
operating in vacuum).
modifiers, and cannot apply the +1 to-hit modifier normally
Special Effects: In some cases, such as the use of Flak weapons associated with jumping capability. The use of non-jumping
(FLK special), missed attacks may still deliver damage to a target. ground movement produces no additional to-hit modifiers when
For any of these special cases in which an attack with a margin of making attacks.
failure still delivers damage to the target, the glancing blow rule
will not apply at all. Jumping: A jump-capable unit must specifically declare that
 VARIABLE MOVEMENT MODIFIERS  it is using its jumping movement during its Movement Phase for
the following to apply. The jumping movement a unit possesses
Under standard Alpha Strike, a unit receives a defensive is whatever Move value it features that ends with the movement
movement modifier regardless of its actual movement during the code of j. Attacks against a unit that has jumped in the current turn
combat turn. This is meant to abstractly represent the unit’s overall will apply the target movement modifiers for the unit’s available
mobility, which gives its pilot the ability to react to threats better jumping Move, plus the extra +1 to-hit modifier that comes with
during a fluid battle. But sometimes, this can lead to the peculiar using this jump capability. A unit that jumps in the current turn,
effect of a shot missing a highly mobile unit that technically spent however, must also add a +2 to-hit modifier when resolving any
the turn at a virtual standstill. of its own attacks, regardless of whether it is a weapon attack, a
special attack, or a physical attack.
To better reflect the reality of the unit’s mobility, the following VTOL SPECIAL ATTACKS
variable movement modifiers are applied based on the actual
movement performed by the unit in the current turn. The effects Even though they are classified as airborne units, VTOLs in Alpha
of these changes are described below, and also summarized in the Strike are treated more like flying vehicles than true aerospace
Expanded Movement Modifiers Table, which replaces and adds craft, due to their slower movement rates and lower operating
details to the appropriate parts of the standard To-Hit Modifiers altitudes when compared with even the smallest and weakest
Table found on p. 37 (and p. 169) of Alpha Strike. of fighters. Still, because they are flying units, the following rules
enable VTOLs to execute strafing and bombing attacks normally
Immobile: A unit that has been rendered unable to move or act reserved for fighters.
(typically due to shutdown effects) is classified as immobilized for
game play purposes. Attacks against an immobile unit replace the
unit’s normal target movement modifier with a –4 to-hit modifier
instead. Immobile units cannot execute any actions on their own.

Standstill: A unit that moved less than 1 inch in the current
turn is considered to be at a standstill for game play purposes.
Attacks against a unit that stands still replace its normal target
movement modifier with a +0 to-hit modifier instead. At the same
time, all attacks made by a unit that is standing still (including
weapon, special ability attacks, and physical attacks) receive a –1
to-hit modifier.

Ground Movement: Any ground unit that has moved more
than 1 inch along the ground, without declaring that it is jumping,
is considered to be using its normal overland ground movement.
Attacks against such units use their normal target movement

VTOL Strafing way to its final position at the end of the Movement Phase. If INTRODUCTION
A VTOL’s strafing attack follows the same rules detailed for the VTOL turns or changes its elevation in the same turn as its
bombing run, it is presumed to have done so either before or ALPHA STRIKE
air-to-ground strafing attacks by a fighter (see pp. 55-58, AS), after its bombing attack. TACTICAL ANNEX
but with the following exceptions and modifications.
Combat Phase: A VTOL’s bombing attack is resolved in ABSTRACT
Movement Phase: The VTOL unit must declare that it is the same fashion as an aerospace fighter’s bombing attack, SPACE COMBAT
strafing during its Movement Phase, and identify its strafing and replaces any other standard or strafing attacks the VTOL
area accordingly. As with a fighter-based strafing attack, might otherwise attempt. As with an aerospace fighter dive- BATTLETECH
this area runs 10 inches in length, by 2 inches in width, and bombing attack, missed attacks will scatter away from the CONVERSIONS
will target all units in that area at the end of the Movement intended POI by 1D6 x 2 inches in a random direction.
Phase—friend and foe alike. ALPHA STRIKE
The damage area of effect for each bomb dropped by a POINT VALUE
The strafing line must still be straight, and the VTOL must VTOL is the same as those dropped by fighters. VTOLs may CALCULATIONS
pass over the area directly. During its strafing run, the VTOL deliver the same High-Explosive, Cluster, and Inferno bombs
cannot change its elevation. Thus, if a VTOL turns or changes found in the standard rules (see Bomb Types, p. 57, AS), or any ALPHA STRIKE
its elevation in the same turn as its strafing run, it must do of the alternate bomb munitions available to fighters (see pp. FORCE BUILDING
so either before or after the strafing run. For this reason, the 78-79, AS).
VTOL player must also note his unit’s height above the map Other Air-to-Ground Attacks ALPHA STRIKE
during its strafing run. This height will be used to determine SCENARIOS
the range for all attack rolls between the VTOL unit and all of VTOLs may not perform either of the other air-to-ground
the targets within its strafe area. attack types described in Alpha Strike, including both Altitude EXPANDED REPAIR
Bombing and Striking. AND SALVAGE RULES
Combat Phase: A VTOL’s strafing run replaces its normal Return Fire against Strafing and Bombing VTOLs
attack. The attack is resolved during the Combat Phase as
normal, with all rolls made by the VTOL based on its effective Ground units that return fire on a strafing or bombing VTOL
range to the ground targets as it passed over them. In other must use different rules to resolve their fire, depending on
words, the VTOL’s height above the underlying terrain, in whether or not they were within the intended attack area
inches, becomes its attack range. Target movement and when they return fire.
terrain modifiers will apply to this roll as normal, with all units
in the strafe zone receiving one attack from the strafing VTOL. Inside the Attack Area: For units that lie inside a VTOL’s
strafing or bombing area, the standard rules for ground-to-
The damage delivered by a successful VTOL strafing attack air combat are used (see p. 60, AS), but with the attack range
is that of its effective range bracket when it passed overhead, based on the height the VTOL declared that it was at when
so a VTOL strafing from a height of 7 inches will deliver only it made its ground attack in the Movement Phase. While this
the damage of its Medium range bracket. means that weapon range modifiers will apply to the ground-
VTOL Bombing to-air attack, these units will also ignore the VTOL’s usual
target movement modifiers as an airborne vehicle, replacing it
VTOLs that carry bombs can execute their bombing runs instead with the +2 modifier for a ground-to-air attack against
in accordance with the same rules defined for aerospace an aerospace unit.
units (see pp. 55-58, AS), with the following exceptions and
modifications: Thus, a unit returning fire on VTOL that strafed or bombed it
from a height of 8 inches would attack the VTOL as if it were at
Speed Reduction: Like aerospace fighters, VTOLs carrying Medium range (rather than the normal default ground-to-air
external bombs will lose mobility as a result of the added range of Short). This will add a +2 to-hit modifier to the attack
weight and drag. This speed reduction is equal to 2 inches of due to the range, but because the unit is returning fire on a
VTOL movement per bomb carried. A VTOL cannot lift off if VTOL special attack from inside the strike zone, the unit also
this reduction would reduce the VTOL’s Move to 0 inches or replaces the VTOL’s normal target movement modifier with a
less. flat +2.

Bombing Attack Type: A VTOL bombing attack follows the Outside the Attack Area: Units returning fire on a strafing
rules for dive bombing only; VTOLs cannot execute an altitude or bombing VTOL from outside of the VTOL’s designated attack
bombing attack type, and thus may designate only one point area use the normal rules for attacking an airborne vehicle.
of impact (POI) per turn. This includes targeting the unit at its final position and height
over the map at the end of the VTOL’s Movement Phase, and
Movement Phase: As with strafing, the VTOL unit must applying the VTOL’s target movement modifier.
declare that it is bombing during its Movement Phase, and
identify its bombing POI accordingly. As an area-effect attack, Armor Thresholds: VTOL units that suffer damage from
the bombs will target all units in their strike zone at the end of either ground-to-air attack type ignore the armor threshold
the Movement Phase—friend and foe alike. rules that aerospace units must apply (see p. 60, AS).

Also as with strafing, the VTOL must note its height above
the underlying terrain at the time of the bombing attack, and
it must have passed over the designated bombing area on its

23

ADDITIONAL
ADVANCED

OPTIONS

The following section introduces special rules that
can apply to various aspects of Alpha Strike game play
beyond simple movement and weapon attacks. This
includes expanded rules for buildings, infantry and cargo
transport, as well as all-new tactical elements, such as
engine explosions and morale effects.

ADVANCED BUILDINGS
In normal Alpha Strike gameplay, buildings are little

more than an easy-to-damage terrain type that blocks
line of sight, but some can serve as command posts,
armed fortresses, and enemy encampments. These
advanced buildings can be used when players are
looking for something a bit harder and more dangerous
to attack, or to serve as a challenging capture objective.

These optional are designed to work in concert with
the rules for buildings found on pp. 83-86 of the Alpha
Strike core rulebook.

Armed Buildings
Armed buildings are any structure that features

weapons designed to oppose enemy units. These
are often known as gun emplacements, and may be
manned or automated, at the controlling player’s
option. If the building-mounted weapons are
automated, apply an additional +1 to the weapon’s Skill
Rating value (so an armed building with Regular-rated
automated weapons will have a Skill Rating of 5, rather
than 4). Automated weaponry can never be given a Skill
Rating better than Elite.

Resolving Attacks by Building-Mounted Weap-
ons: Attacks by armed buildings are resolved in
the same fashion as a standard weapon attack by a
ground-based unit, including resolving lines of sight,
and intervening terrain. Because buildings are station-
ary by nature, they always apply a –1 to-hit modifier
when the Variable Movement Modifiers rules in play
(see p. 22). Building-based weapons also may not
benefit from Special Command Abilities, Special Pilot
Abilities, or Design Quirks.

Resolving Attacks Against Building-Mounted
Weapons: If a building-mounted weapon emplacement
is located on a rooftop turret, it may be directly attacked
by units on all sides of the building. If the weapon
emplacement is wall-mounted, it can only be directly
attacked by units that have line of sight to its wall’s
outer facing.

Attacks against building-mounted emplacements are instead of standard weaponry. In this case, the building INTRODUCTION
resolved as if they were directed against the building itself, becomes an artillery emplacement.
but will hit the emplacements on a MoS of 3 or more. Any time ALPHA STRIKE
a building-mounted weapon emplacement takes the damage An artillery emplacement resolves its attacks using the TACTICAL ANNEX
in this fashion, the attacker rolls 2D6. On a result of 7 or higher, normal artillery weapon rules described on pp. 73-76 of Alpha
the emplacement suffers damage that reduces its attacks Strike, but—as with other armed buildings—gains no benefits ABSTRACT
by 1 at all ranges (to a minimum of 0). If the emplacement for standstill firing, even if the Variable Movement Modifiers SPACE COMBAT
is reduced to a damage value of 0 at all range brackets, the rules are in play. Also like other armed buildings, artillery
emplacement is destroyed, even if the underlying building emplacements cannot benefit from any Special Pilot Abilities, BATTLETECH
still has CF. Special Command Abilities, or Design Quirks. Attacks against CONVERSIONS
an artillery emplacement are resolved in the same way as
Arming a Building: When choosing to arm a building, attacks against an armed building with a rooftop weapons ALPHA STRIKE
players need to first determine the size and number of turret (see Armed Buildings, p. 24). POINT VALUE
weapons. As this would delve into construction rules that are CALCULATIONS
beyond the scope of this book, however, the following is a An artillery emplacement can only mount 1 artillery weapon
“quick and dirty” method for arming a building: on its rooftop for every non-overlapping 2-inch diameter area ALPHA STRIKE
that the building occupies on the underlying terrain. This FORCE BUILDING
First, determine a maximum number of damage points the artillery weapon is automatically treated as if it is mounted in
building’s weapons may deliver per weapon emplacement by a turret, and cannot be combined with standard weapons in ALPHA STRIKE
taking the building’s CF, and dividing the result by 5, rounding the same area. SCENARIOS
the result normally. These damage points must then be
distributed among the emplacement’s Short, Medium, and The artillery types that that can be mounted in this fashion EXPANDED REPAIR
Long range damage values. The distribution need not be even, must be defined before game play begins, and may not be AND SALVAGE RULES
but all damage values for closer range brackets must be equal of any artillery weapon type that delivers a base damage
to or higher than those of more distant ranges. For example, greater than one-half of the building’s CF. This damage limit
an armed Medium building with a CF of 15 may assign up to 3 is determined by using the highest damage value the weapon
points of damage for its weapon emplacements (CF 15 ÷ 5 = delivers per attack when loaded with standard munitions (see
3); the player may choose to distribute these points as 3/0/0, the Revised Artillery Range and Damage Table, p. 28).
2/1/0, or 1/1/1, but may not assign them as 0/0/3, 0/1/2, or
1/2/0. For example, a player wishing to arm a CF 30 building with
artillery weapons could select a weapon as powerful as a
Armed buildings receive no Overheat Value, and treat their Cruise Missile/70, which can deliver a maximum 11 points of
weapons as a “generic” type under these rules. Thus they damage per standard-ammo attack. But the same building
cannot use most weapon-specific special abilities such as FLK, may not mount the next size up in artillery weapons—the
IF, LRM, SRM, and so forth. Turret-mounted weapons on armed Cruise Missile/90—because its maximum damage value of 16
buildings are the sole exception to this rule, as they effectively points exceeds half of the building’s CF.
receive the TUR special by default. Capturing Buildings

Weapon Placement: Once the damage is determined In some scenarios, players may wish to play out the capture
per emplacement, the building may mount its weapon of a building more dramatically than by simply parking a unit
emplacements in one of two ways: on the wall, or on the rooftop. next door. If so, players should assign the building a crew
(CRW#) special, with a CRW value equal to the Building’s CF,
If the wall method is chosen, a building may place one divided by 5 (rounded up).
weapon emplacement in each of its outer walls, as long as
each wall has a different facing direction. These wall-mounted With this data known, the players may then resolve a building
weapons gain a field of fire that is blocked only by the building capture by using the boarding actions rules found in Alpha Strike
itself, and must identify their height (relative to the building’s (see pp. 98-99, AS). Note that since they are static structures,
base) for LOS purposes. buildings do not need to be grappled to“board”them.
Armored Buildings
If the rooftop method is chosen, the armed building may
feature one rooftop turret for every (non-overlapping) 2-inch An armored building is one that carries additional protection
diameter area the building’s shape takes up on the underlying above and beyond even the capacity of the Hardened building
terrain. A building that occupies an area 1.5 inches by 3 inches, type described in Alpha Strike (see p. 84, AS). Buildings identified
for instance, may possess up to 2 rooftop turrets, since it would as armored possess both an armor value and a construction
take two 2-inch templates to cover its roof. Each rooftop turret factor (CF). This armor value is applied for every facing of the
enjoys a full 360-degree field of fire, and determines its LOS building that can be attacked from the outside—including
using the nearest edge of the building’s rooftop to the target. the building’s outer walls and its rooftop. When constructing
Artillery Emplacements an armored building for Alpha Strike game play, each facing
receives the same armor value, but this armor value cannot
As an alternative to the weapon emplacements described exceed the underlying building’s CF.
above, some buildings may be armed with artillery weapons

25

During game play, the armor value for each exposed facing Hitting the Deck
of an armored building must be tracked separately. As long as As an alternative to digging in, infantry may simply opt to throw
a facing still possesses any armor, unfriendly non-infantry units
cannot enter or pass through the building walls, nor can their themselves to the ground to gain the benefits of local cover.
attacks deliver any damage to the armored buildings CF, or to Unlike digging in, hitting the deck may be done by any infantry
any units inside. Unfriendly infantry units can attempt to enter an unit type, in any terrain type the unit can legally enter.
armored building as if they were boarding an exceptionally large
unit type (see pp. 98-99, AS). The act of hitting the deck counts as the infantry unit’s entire
movement during its Movement Phase, and thus the unit cannot
The armor of an armored building will sustain damage as any leave its position in a turn where it declares that it is hitting
other unit type. Any damage that exceeds this armor value in a the deck. Attacks against an infantry unit that has hit the deck
given facing will then be applied to the CF of the building itself. suffer an additional +1 to-hit modifier, but so will any Anti-’Mech
As with any normal building, an armored building that has its CF infantry attacks performed by a unit that has hit the deck.
reduced to 0 will collapse, even if armor remains intact on other
facings. This reflects the destruction of the underlying structure. Once an infantry unit that has hit the deck decides to move, it
loses the benefits of hitting the deck.
Units inside or on top of an armored building when it Using Non-Infantry Units as Cover
collapses will suffer 1 point of damage for every 2 full inches
of building height (rounded down to a minimum of 1 point), A final defensive option available to infantry units is the ability
plus 2 points of damage if they were on the rooftop at the time to take advantage of their relatively smaller size to hide behind
of the collapse. (In other words, the damage for a collapsing non-infantry units, such as vehicles and ’Mechs. An infantry unit
armored building is twice as much as it is for a standard can only use friendly non-infantry units for cover, and must be in
building of comparable height.) base contact with the covering non-infantry unit at the end of the
ADVANCED INFANTRY OPTIONS Movement Phase.

The following optional rules are unique to infantry unit During the Combat Phase, the non-infantry unit being used
types. Unless otherwise specified, they apply equally to both for cover is treated like a piece of intervening terrain for attacks
conventional and battle armored infantry unit types. made against (and by) the covered infantry unit. Attacks against
Digging In the infantry unit treat the non-infantry unit as intervening terrain
that adds a +3 to-hit modifier to the attack if the line of fire passes
As a special action, any conventional foot, jump, or motorized through any part of the non-infantry unit’s base. Attacks by an
infantry unit (movement codes f, m, of j) may opt to dig into any infantry unit that is using a non-infantry unit for cover, meanwhile,
terrain type other than roads, paved, buildings, and water. In this will treat the covering non-infantry unit as intervening terrain that
process, the unit improvises various cover from the surrounding adds only a +1 to-hit modifier to the infantry unit’s to-hit number.
terrain, building itself a semi-fortified position that makes attacks AUGMENTED WARRIORS
against the unit more difficult.
In an extremely limited number of instances throughout the
An infantry unit must declare that it is digging in at the start of history of the BattleTech setting, cybernetic technology and
its Movement Phase. During the turn the infantry unit is digging other prosthetic aids have been used in an effort to enhance the
in, it may not move or execute any attacks, and all attacks against combat capabilities of elite volunteers. Because many of these
the infantry unit are resolved normally. No roll is required to modifications are dangerous to implant, difficult to maintain, and
successfully dig into the terrain; the process is completed by the fraught with long-term side effects that often include madness,
turn’s End Phase, at which point the terrain is modified for a 2-inch physical deterioration, and even death, only the most fanatical of
diameter area centered on the unit’s position. forces have ever used them on a grand scale.

Modified Position Benefits: Once an infantry unit has The following rules address the use of modified warriors in
successfully dug in, attacks against that unit will suffer an Alpha Strike, but only covers the cases where such augmentations
additional +2 to-hit modifier, but only as long as the unit have an effect at its tactical scale. While the effects of some
remains in that modified position. This defensive modifier is lost of these enhancements may seem trivial, others can be quite
to the infantry unit once it leaves that position, but any infantry unbalancing for normal games, and players should limit their use
unit types that subsequently enter this fortified terrain will be to forces rated Elite or better, to further reflect their rarity.
able to claim those same the defensive benefits as long as they Belter Augmentations
remain there.
The “Belters” is a term given to the minor and reclusive groups
Other Infantry Units: Infantry units that feature the of settlers found throughout the asteroid belts of the Terran solar
MECH special ability, or which do not use the foot, jump, or system, who have adapted over the past millennium to low-gravity
motorized movement types, cannot dig into the local terrain. environments and travel via shuttles and other small aerospace
However, infantry units that possess the Engineering (ENG) or craft. The Belters have no dedicated military forces of their own, but
Trenchworks (TRN) special abilities can fortify any non-water pilots and marines used by the various stewards ofTerra (the original
terrain position on the map using the Fortified Position rules Terran Hegemony, ComStar, Word of Blake, and the Republic of the
described on p. 32. Sphere) occasional include Belters among their number.

Belter warriors receive a –1 Skill modifier
as long as the scenario in question takes
place in space or under low-gravity condi-
tions (G-ratings of 0.7 and under, see p. 93,
AS). In addition to this, Belter aerospace
fighter pilots receive an additional –1 Skill
modifier, but only when operating in space.

Cybernetic Augmentations INTRODUCTION
The extreme implants and prosthetics
used by special operatives and the most ALPHA STRIKE
fanatical of warriors all come at the cost TACTICAL ANNEX
of flesh and long-term survival. For this
reason, they have long been unheard of in ABSTRACT
the regular battlefield, only truly used by SPACE COMBAT
hyper-elite, hyper-dedicated commando
operatives whose powerful realms found BATTLETECH
them too gifted to allow into retirement. CONVERSIONS
It was not until the Jihad, in fact, that the
Word of Blake’s fanatical Manei Domini ALPHA STRIKE
introduced the Inner Sphere to nightmare POINT VALUE
combinations of flesh and technology CALCULATIONS
designed as much for terror as they were
for combat. While these warriors were ALPHA STRIKE
indeed formidable, no other faction has FORCE BUILDING
found the resources or the dedication to A Robinson Rangers Enforcer is confronted by a squad of Donegal Guards Inner Sphere Standard Battle Armor.
ALPHA STRIKE
chop perfectly functional arms and legs SCENARIOS
and vital organs out of their soldiers, just
for the sake of a short-term military advantage. Filtration Implants: Infantry units exposed to atmospheric EXPANDED REPAIR
toxins from poisonous atmosphere to nerve gas weapons AND SALVAGE RULES
The cybernetic enhancements described below should ignore these effects. They do, however, remain susceptible
only appear among forces rated Elite or better. If used among to drowning from an underwater hull breach, and cannot
forces of lesser overall Skill Rating, the augmented warriors operate in vacuum.
must possess at least a Veteran Skill Rating. These abilities may
appear on a unit’s data card, but it must be remembered when Dermal Camouflage Armor: Conventional infantry units
they come from the warrior’s augmentations, rather than the whose warriors possess this implant receive the LMAS special
features of his machine. If players are tracking casualties in an unit ability.
ongoing campaign, the abilities provided by an augmented
warrior are lost if that augmented warrior is killed or captured, Triple-Strength Myomer Implants: Infantry units whose
even if his vehicle or equipment are salvaged. warriors possess this implant type receive the TSI special unit
ability. These units will be susceptible to the effects of Anti-
Communications Implants: If used as a spotter for indirect TSM warheads (see New Alternate Munitions, pp. 34-35).
fire (see p. 35, AS), any unit controlled by a warrior with the
Communications Implant (or Boosted Communications Triple-Core Processor: A unit controlled by a warrior with
Implant) apply a –1 to-hit modifier to the indirect fire attack. a triple-core processor (TCP) implant applies a +2 Initiative
modifier for that unit’s force only as long as the pilot with the
Boosted Communications Implants: In addition to TCP is also the force’s commander. Having a warrior with a TCP
receiving the benefits of a basic communications implant also adds a MHQ1 special to the warrior’s unit for the purposes
described above, a unit controlled by a warrior with a boosted of battlefield intelligence (see Battlefield Intelligence, pp. 82-
communications implant will also receive the C3I special unit 83, AS). If the unit already has the MHQ special and its warrior
ability (but not the MHQ special). is the force commander, the Initiative modifier increases to +3,
and the unit’s MHQ# special increases by 1 point.
Sensory Implants: Any unit controlled by a warrior with
sensory implants (including multi-modal sensory implants) Finally, if the warrior’s unit possess ECM of any type
receives the LPRB and RCN abilities. Multi-modal sensory (including LECM, ECM, and WAT specials), the triple-core
implants will improve weapon damage by such units as well, processor implant makes that warrior’s unit immune to hostile
but this must be factored at the time of the unit’s conversion. ECM effects.

Enhanced Multi-Modal Sensory Implants: Units Direct Neural Interface (DNI) Implant: Only a pilot with
controlled by warriors with enhanced multi-modal sensory a DNI implant (including the Prototype DNI, Vehicular DNI, or
implants receive the PRB and RCN abilities, reflecting a greater Buffered VDNI implants) may activate the features of a direct-
detection range. neural control system in a unit that possesses one (see Direct
Neural Control System, p. 36).

27

Prototype DNI Implant: In addition to the effects described Note: Also added to this table are prototype versions of the
for the Direct Neural Interface implant above, a unit piloted by a Arrow IV and Long Tom artillery weapons, which may occasionally
warrior using a prototype DNI implant must roll 2D6 every time appear on some units. In Alpha Strike, these weapons function
the unit is hit. If the result of this roll is 8 or less, the unit suffers the identically to their modern equivalents.
effects of a Crew Stunned critical hit, regardless of its Unit type. Battle Armor Artillery Attack Restrictions

Prosthetic Leg MASC: Attacks against a conventional infantry Unlike other units, a battle armor unit may not execute an
unit whose warriors have been augmented with prosthetic leg artillery attack in the same turn that it executes any other type
MASC apply an additional +1 to-hit modifier. of attack. The unit may move in the same turn as it delivers an
artillery attack, but it cannot execute another weapon or physical
Prosthetic Wings: A conventional infantry unit whose warriors attack if it opts to fire its artillery weapons.
have been augmented with prosthetic wings (including glider
wings and powered flight wings) receives the PAR special unit Furthermore, regardless of the battle armor unit’s number
ability (see p. 108, AS). If the unit possesses powered flight wings, of actual troopers or the unit’s current damage level, it always
it also receives the ability to move 4 inches per turn as a VTOL resolves its artillery attack as a single volley. This is because the
(movement code v). damage presented in the Revised Artillery Range and Damage
BATTLE ARMOR ARTILLERY WEAPONS Table reflects the average outcome of successful direct hit by a
squad of 4 to 6 troopers.
A development only made recently in the BattleTech setting has ENGINE EXPLOSIONS
been the addition of artillery weapons to battle armor units. This
rare feature is reflected by a new special unit ability—ART-BA— While the nature of fusion reactor engineering in the BattleTech
that identifies a battle armor unit as possessing artillery capacity. universe technically makes the likelihood of catastrophic
explosion almost unheard of, the appeal of a good “kaboom” is
Battle armor units capable of delivering an artillery attack do hard to deny. The following optional rule allows players to satisfy
so using the same rules presented for standard artillery in Alpha their craving for the cinematic effects of a catastrophic engine
Strike (see pp. 73-76, AS). For the benefit of those rules, the Revised failure—be it one produced by a self-destruct sequence, or a
Artillery Range and Damage Table presented here adds battle devastating attack.
armor tube artillery to the original Artillery Range and Damage
Table found in Alpha Strike (see p. 73, AS).

REVISED ARTILLERY RANGE AND DAMAGE TABLE

Artillery Name Special Max Range Damage Area of Effect
Arrow IV (Inner Sphere) ART-AIS 272” 3 (2) 2” (NA)
Arrow IV (Clan) ART-AC 306” 3 (2) 2” (NA)
Arrow IV (Prototype) ART-AIS 272” 3 (2) 2” (NA)
Thumper ART-T 714” 2 2”
Sniper ART-S 612” 3 2”
Long Tom ART-LT 1,020” 5/2 6”
Long Tom (Primitive Prototype) ART-LT 1,020” 5/2 6”
Cruise Missile/50 ART-CM5 1,700” 8 2”
Cruise Missile/70 ART-CM7 3,060” 11/2 6”
Cruise Missile/90 ART-CM9 4,080” 16/6 6”
Cruise Missile/120 ART-CM12 5,100” 22/14 6”
Battle Armor Tube Artillery ART-BA 68” 2 2”
Artillery Cannons
ART-TC 28” 1 2”
Thumper Cannon ART-SC 24” 2 2”
Sniper Cannon ART-LTC 40” 3 2”
Long Tom Cannon

Under this rule, any non-infantry unit operating on the destruct as planned, and is simply treated as shutdown for the INTRODUCTION
ground map can suffer an engine explosion. Airborne units, rest of the game. If the roll succeeds (or if the pilot/crew never
even those technically classified as vehicles, may not make abandoned the unit to begin with), the self-destruct sequence ALPHA STRIKE
use of these rules, nor will engine explosions among such will be completed, and the unit will explode so long as it is not TACTICAL ANNEX
units have any effect in abstract aerospace combat at any level destroyed by then.
of play. ABSTRACT
Unintentional Engine Explosions A unit that is destroyed before it can complete its self-destruct SPACE COMBAT
sequence will not produce an intentional engine explosion
A unit may suffer an unintentional engine explosion only (though it may still explode unintentionally, as above). BATTLETECH
under extreme combat damage—damage so severe, in fact, CONVERSIONS
that these units would be effectively destroyed anyway. To Booby Traps: Because they are specifically designed for
determine if a unit suffers an unintentional engine explosion, this action, units with the Booby Trap (BT) special ability do ALPHA STRIKE
roll 2D6 if it is destroyed by an attack that delivers 3 or more not use these rules when self-destructing. Use the Booby Trap POINT VALUE
points of damage than was needed to finish off its remaining special ability’s normal rules in Alpha Strike when resolving a CALCULATIONS
structure. self-destruct action by such units (see p. 105, AS).
Engine Explosion Damage ALPHA STRIKE
If this roll result is 12, the destroyed unit suffers an FORCE BUILDING
unintentional engine explosion, producing damage as The damage caused by an exploding unit in Alpha Strike
described below. Otherwise, the unit is destroyed without any play is directly related to the exploding unit’s Size value. All ALPHA STRIKE
massive fireballs. units, structures, and terrain within 2 inches of an exploding SCENARIOS
Intentional Engine Explosions unit will suffer damage equal to the exploding unit’s Size. For
targets between 2 and 4 inches away, reduce this damage by EXPANDED REPAIR
A unit may deliberately self-destruct by announcing its half (rounded down, to a minimum of 0 points). For targets 4 AND SALVAGE RULES
intention to do so during the End Phase of any turn. A self- to 6 inches away, the explosion will deliver damage equal to
destruct sequence completes itself during the following one-fourth of the exploding unit’s Size value (again, rounded 29
End Phase, resolving the explosion as defined below only at down to a minimum of 0). Units over 6 inches away from an
that time. In the meantime, the unit may move and attack exploding unit are unaffected by the blast.
normally—or its controlling player may have the unit’s pilot
or crew eject in place of the unit’s normal Movement Phase. If the exploding unit also has the LG, VLG, or SLG special
features, the explosion damage will be even larger. Multiply
If the pilot of a self-destructing unit opts to eject, an the exploding unit’s effective Size value by 2 for the purposes
additional 2D6 roll must be made, using the unit’s Skill Rating of these rules if it possesses the LG special. If exploding unit has
as the target number. If this roll fails, the unit will not self- the VLG special, increase this Size multiplier to 3. For exploding
units with the SLG special, the Size multiplier rises to 4.
A well-timed laser shot sets off a deadly reactor breach.
Damage from an exploding unit is considered area-effect,
like an artillery strike, and thus will strike all units, structures,
and terrain within the blast area, regardless of movement
modifiers, cover, and the like. The only exception to this is a
unit located inside another unit or structure that is caught in
the blast. In this case, the “interior” unit is only affected if the
structure (or transport unit) around them is destroyed. If this
occurs as a result of the blast, the unit inside the destroyed
structure or transport will suffer the full effects of the
exploding unit.
EXTERNAL CARGO

Units with on-board cargo capacity (as noted in the
CT# and CK# specials) feature internalized bays and other
allowances that enable them to transport other units
or freight using the basic rules for Transporting Non-
Infantry Units in Alpha Strike (see pp. 63-64, AS). For ’Mech,
ProtoMech, and vehicle units that either lack this internal
cargo capacity or are already fully loaded it is possible to
carry additional cargo externally.

In general, a ’Mech, ProtoMech, or Combat Vehicle unit can
carry external cargo up to its own Size class. Support Vehicles
may also handle external cargo in this fashion, but will need
to recalculate the cargo’s size class as defined (see Support
Vehicles and External Cargo, p. 30). If the weight of the object
is given in tonnage and not size, use the Tonnage to Size
Conversion Table to find its effective size for carrying purposes.

If the cargo is another unit which has a Size value and no weight Movement Effects: A unit that carries external cargo up to
value (or a CAR# special that defines its weight in tons outright), one quarter of its Size value (rounded down, to a minimum of
use••thIfetuhneit’usnSiitzeisvaalueS,mbaultl with the following conditions: 1), reduces its movement rate by one-third (rounded down to
Craft, DropShip, JumpShip, Space the nearest inch) as long as it is carrying the cargo. If the external
Station, or WarShip, it cannot be carried as external cargo by cargo is more than one quarter of the unit’s Size value, reduce its
any ’Mech, ProtoMech, or Vehicle unit, regardless of its size. movement rate by one-half (again, rounding down to the nearest
•• If the unit is a Support Vehicle of Size class 3 or higher, it inch). If the external cargo is extremely bulky (such that is has
cannot be carried as external cargo by any ’Mech, ProtoMech, the LG, VLG, or SLG special), the unit attempting to carry it will be
or Vehicle unit. reduced to a minimum movement rate of 1 inch per turn.
•• If the unit is a Support Vehicle of Size class 2, and the Support
Vehicle is not a hover or VTOL unit, treat it as if it is a Size 3 Units carrying external cargo may not use Jumping MP when
unit for external cargo purposes. (A Size class 2 hover or VTOL doing so.
Support Vehicle unit remains Size class 2.)
•• If the cargo carrying unit uses any form of triple-strength Combat Effects: A unit carrying external cargo under these
myomer (i.e. possesses the I-TSM, TSM, or TSMX specials), rules cannot execute any attacks when doing so.
double its effective Size capacity for external cargo carrying
purposes (to a maximum rated value of 5). If a unit is successfully attacked while carrying external cargo,
Support Vehicles and External Cargo: Most support vehicles its attacker must roll 1D6 and apply that many points—to a
can also handle external cargo up to their own Size class under maximum equal to the original attack’s full damage value—to the
these rules, but must redefine the cargo’s Size class when doing cargo instead of the cargo carrier. (Any remaining damage points
so. To determine a cargo’s Size class by its weight, use the values from the original attack after the 1D6 damage is applied to the
given under Support Vehicles in the Tonnage to Size Conversion cargo will affect the cargo carrier unit normally.)
Table. If the Support Vehicle uses a hover motive type, multiply
the cargo’s weight by 2 to find its effective Size class for transport If the external cargo is not a unit that tracks damage with its
purposes. For VTOL Support Vehicles, multiply the external cargo’s own armor and structure points, treat the cargo’s Size value as the
weight by 4. (These multipliers do not actually change the cargo’s number of structure points it possesses. Any external cargo that
weight; they simply adjust its size relative to these generally suffers enough damage to eliminate all of its structure points is
lighter vehicle types.) considered destroyed.
Picking Up External Cargo: ’Mech and ProtoMech units can pick
up external cargo fairly easy, and accomplish this task by simply Dropping External Cargo: Units carrying external cargo may
moving adjacent to the cargo during their Movement Phase and drop their cargo at any point during their Movement Phase, but
conducting no combat actions in that turn. During the End Phase must declare when doing so whether the cargo is to be dropped
of that turn, the unit has successfully picked up its cargo. “quickly” or “carefully”.
All other units capable of carrying external cargo under these
rules use the same process, but must spend 1 additional full turn If the carrying unit declares that it is dropping its cargo
in base contact with the cargo they are planning to transport. “quickly”, it expends no Move inches doing so, but must roll 1D6
As in the case of ’Mech or ProtoMech cargo carriers, these units and apply that many points of damage to the external cargo as
cannot conduct weapon or physical attacks of any kind while it haphazardly drops it on the spot. If this does not destroy the
attempting to pick up external cargo. cargo (as described under Combat Effects, above), a marker must
Picking Up Active Units: Picking up an active unit that is be placed where the cargo is dropped.
willing to be lifted follows the rules for listing external cargo as
described above, but if the “external cargo” is actually an active If the carrying unit declares that it is dropping its cargo
unit that wants to avoid being picked up, the lifting effort “carefully”, the unit expends 4 inches of Move to place its cargo
becomes a modified physical combat sequence. In this case, on the ground in a far less destructive manner. No roll is required
during the Combat Phase before the End Phase where the cargo for this action, and the cargo suffers no damage when dropped
would be lifted, the players controlling each unit must each make this way. Once again, a marker must be placed where the cargo
a special physical combat roll. is dropped.
For the unit attempting to do the lifting, this roll is treated as
a physical attack against the target unit, with a +3 attack type After dropping external cargo, the unit regains its normal
modifier (the same as a Death from Above). For the target of the mobility and ability to execute attacks, but will have to recalculate
lifting action, this roll is treated as a standard physical attack, with its remaining movement allowance if the cargo was dropped mid-
no attack type modifier. If the lifting unit fails, or if its attack roll does movement. For example, a unit that can normally move 12 inches
not succeed by a higher MoS than that of its target, the targeted per turn would be reduced to half as much—6 inches per turn—
unit cannot be picked up in that turn. Otherwise, the target unit is while carrying external cargo equal to half its size. This means that
lifted by its opponent during the following End Phase. the unit spends 2 inches of Move per inch of movement through
open terrain. If, during its Movement Phase, the unit already
moved 4 inches on the map before choosing to drop its external
cargo “quickly”, it will have already spent 8 inches of its normal
Move rate by that point (4 inches moved x 2 inches spent per inch
moved = 8 inches), leaving only 4 more inches remaining after the
load is dropped.

Airborne Units and External Cargo: Under these rules,
airborne units other than VTOLs may not carry external cargo.

Throwing (’Mechs Only) TONNAGE TO SIZE
If a unit is carrying external cargo that is at least 2 Size CONVERSION TABLE

classes smaller than itself, and the carrying unit is a ’Mech, Weight (Tons) Size Class
it may decide to heave its cargo for distance—presuming,
of course, that the condition of the cargo afterward is of no ’Mechs, ProtoMechs, Combat Vehicles
concern to the carrier. For the purposes of this rule, treat a
superheavy ’Mech (normally Size 4, with the LG special) as 0-39 1 INTRODUCTION
if it has a Size value of 5, thus enabling it to throw items up
to Size 3. 40-59 2 ALPHA STRIKE
TACTICAL ANNEX
A unit can attempt to throw its external cargo during the 60-79 3
Combat Phase instead of executing a weapon attack, and ABSTRACT
will also prevent the unit from executing a physical attack in 80-100 4 SPACE COMBAT
the same turn; the act of throwing is essentially considered
a combination of weapon and physical attack. The maximum 101-200 4* BATTLETECH
distance such cargo can be thrown is equal to 2 inches for CONVERSIONS
every point of difference in Size ratings between the throwing 201-400 5*
unit and the cargo itself. Thus, a Size 4 ’Mech could throw an ALPHA STRIKE
external cargo item with a Size value of 1 up to 6 inches away 401+ ** POINT VALUE
from itself (4 – 1 = 3; 3 x 2” = 6”). CALCULATIONS
Support Vehicles†
Because throwing external cargo counts as an attack, ALPHA STRIKE
the player must make a to-hit roll as if executing a weapon 0-5 1 FORCE BUILDING
attack, but applies a range modifier of +1 for every 2 inches
of distance the throw is made more, instead of the standard 6-99 2 ALPHA STRIKE
weapon range modifiers. The thrown cargo’s Size value is SCENARIOS
also added as a special modifier. All other modifiers for target 100-199 3
movement and terrain will also apply to this action. Finally, if EXPANDED REPAIR
the thrown object is an active unit (as opposed to something 200-299 4 AND SALVAGE RULES
more inanimate), apply an additional +2 to-hit modifier—to
reflect the tendency for such units to struggle against being 300-399 5
hurled to their doom. These modifiers are summed up in the
Throwing Attack Modifiers Table. 400-599 5*

If the throwing attack succeeds, the thrown cargo hits what 600+ 5*
it was aimed at. If not, it scatters 1 inch in a random direction.
(Use the 2-inch AoE template from Alpha Strike to determine *For external cargo transport purposes, items at this weight are also considered
the direction of this scatter, based on the location of the to have the LG special; Support Vehicles carrying cargo weighing 600 tons
targeted unit or area.) and up treat the cargo as if it has the VLG special.

On a successful attack, the thrown cargo item will deliver **Items of this weight cannot be externally transported by ’Mechs,
damage equal to its Size to the target unit, building, or terrain. ProtoMechs, or Combat Vehicles of any size.
The thrown cargo item itself, meanwhile, will suffer damage
equal to twice its own Size value, regardless of whether the †For Hover Support Vehicles, multiply the cargo’s weight by 2 before conversion;
attack succeeds or not. for VTOL Support Vehicles, multiply by 4 before conversion.
Towing
THROWING ATTACK
Many tracked and wheeled ground vehicles feature trailer MODIFIERS TABLE
hitches for the express purpose of towing other vehicles. A unit
must possess the Trailer Hitch Quirk or the Trailer Hitch special Condition Modifier
(HTC) to tow another unit. This trailer must also be a wheeled
or tracked vehicle to use the following rules (otherwise, the Target Range +1 per 2 inches away*
unit can only be dragged or carried as above).
Target Movement As normal
A unit may tow a trailer up to one Size class above its own,
so a Size 2 vehicle can tow another vehicle up to Size 3. Towing Target Terrain As normal
other units or trailers in this fashion always reduces the towing
unit’s movement, but how much varies with the relative size Intervening Terrain As normal
of the unit or trailer being towed. If the unit or trailer is of a
lower size class, the towing unit reduces its current Move rate Thrown Cargo Size +Cargo Size value

Thrown Cargo is Active Unit +2

*Replaces normal Range modifier for weapon attack; round down to
minimum of +0

31

by 2 inches. If the towed unit or trailer is of equal size class to the If the dragged cargo is dropped in haste, it will sustain 1
towing unit, the towing unit’s current Move rate is reduced by half additional point of damage as it lands—unless the dragged item
(rounded down to the nearest inch). If the towed unit or trailer is is a vehicle or trailer with a wheeled or tracked movement type.
of a larger Size class than the towing unit, the towing unit reduces If the dragged cargo is carefully dropped—or is hastily dropped,
its Move to one quarter of its current rate (rounded down to the but possesses a wheeled or tracked motive type—the dropped
nearest inch). cargo sustains no additional damage from being dropped.

While being towed, the trailer or towed unit is always placed FORTIFIED POSITIONS
in base contact with the rear facing of its towing unit. Both units Ground units and infantry that possess the Trenchworks/
may attack and be attacked as separate units while connected in
this manner, but any attacks made against them use the target Fieldworks Engineering (TRN) special (see p. 109, AS) may quickly
movement modifier appropriate to the towing unit’s current create special fortified positions usable by vehicles, ProtoMechs,
modified Move rate. Thus, if a Size 3 towing unit, with a normal and infantry for defensive purposes. These special positions can
Move of 6 inches is reduced to 4 inches because it is towing a Size be made in any terrain type except for buildings or water.
2 trailer, both the towing unit and its trailer may be attacked as if
they have a Move of 4 inches. To create a fortified position, the engineering unit must remain
stationary for a full turn, during which time it also may not make
Naval Tugs: These same rules apply on the surface of water any weapon or physical attacks of any kind. The act of fortifying a
features as long as both the towing vehicle and its trailer possess the position requires no rolls, but it requires the unit’s full attention
ability to float, and the towing vehicle is capable of naval movement. to do so, during which time it may be targeted as if it were at
Dragging standstill (see Variable Movement Modifiers, p. 22).

Other ground units—including ’Mechs, ProtoMechs, ground In the End Phase of the turn after the above conditions are
vehicles with the hover or WiGE movement types, and even met, a 2-inch diameter template marker must be placed on the
infantry units—can also opt to drag external cargo, rather than map, centered upon the engineering unit’s position. This marker
carrying it. Though far less elegant—and likely to cause damage indicates that the area has been fortified for added cover. For
to the cargo—dragging away salvage may be the best way to the remainder of the scenario, the fortified position may be used
clear a field when one is short on time and recovery vehicles. to provide extra cover for infantry units (see Advanced Infantry
Options, p. 26) or ProtoMechs and vehicles going hull down (see
Basic Dragging Rules: As with the basic external cargo rules, Hull Down, p. 10).
the Size of the external cargo must be identified first (if it is only
given in tons), and adjusted as necessary if the dragging unit is a MORALE
Support Vehicle. On the game table, it is easy to play out a scenario to the death,

Dragging cargo use the same rules described under Towing, where victory goes to the force whose units are the last ones
above, but does not require the towing unit to possess a trailer standing. Glorious as that can be, however, it overlooks the fact
hitch, nor does the towed item need to be a wheeled or tracked that most battlefield units are controlled by human beings—men
trailer. However, if the cargo being dragged is not a wheeled and women who typically want to live to fight another day.
or tracked vehicle (or trailer), the dragging unit runs the risk of
damaging it as it moves. To reflect this risk, for every 2 inches of To better simulate this in-universe reality, the following rules
movement made while dragging external cargo, the dragging unit will periodically require units to perform a special “morale
must make a 2D6 roll against its Skill Rating, adding any extra per- check” roll at the end of any combat turn in which certain
inch movement costs of the terrain to this number as a modifier demoralizing conditions are met. Failure of this check may
(e.g., dragging such cargo through rough terrain—which cost +1 trigger a forced withdrawal effect, and thus players should
inch to move through—adds a +1 modifier to this roll target). familiarize themselves with those rules, as they are found in
Alpha Strike (see p. 27, AS).
If this roll is less than the modified target number, the dragged
cargo immediately sustains 1 point of damage from dragging. This Morale Check Conditions
roll must be repeated for every 2 inches of movement completed Unless exempted (see Morale Check Exemptions, p. 33), all
by the dragging unit, until it releases its cargo. If the dragged ground unit types except for those that feature the LG, VLG, and
cargo is a unit that can sustain critical hits and motive damage, SLG special features, fighters, airborne vehicles, and aerospace
make any necessary checks as appropriate to the unit’s type and Small Craft units, will be subject to a morale check if any of the
condition any time the dragging action causes damage. fol•lo•wThineg conditions apply:
unit has suffered damage or heat from an Inferno
Dropping Dragged Cargo: As with dropping a carried object ordnance attack (see Alternate Munitions, pp. 76-82, AS).
(see p. 30), dropping any external cargo that is being dragged can •• The unit has suffered damage from any form of cruise missile
be accomplished either in haste (at no additional movement cost), artillery weapon (see Artillery, pp. 73-76, AS).
or with extra caution at a cost of 2 inches of Move. In both cases, •• The unit has sustained crippling damage (see p. 27, AS), and
the action must be taken during the dragging unit’s Movement is not an infantry unit.
Phase, after which the unit regains its full mobility (reduced only •• The unit has sustained at least half its total damage capacity
by the amount of its Move that was already spent while dragging (armor and structure, combined), and is an infantry unit.
the cargo or placing it down carefully).

INTRODUCTION

ALPHA STRIKE
TACTICAL ANNEX

ABSTRACT
SPACE COMBAT

BATTLETECH
CONVERSIONS

A Word of Blake Level II attempts to destroy the Ghosts of the Black Watch. ALPHA STRIKE
POINT VALUE
Morale Check Exemptions A routed must begin to retreat per the rules for Forced CALCULATIONS
The following unit types are exempt from making morale Withdrawal (see p. 27, AS), starting with its next Movement
checks, but may still be subject to Forced Withdrawal Phase. If a routed unit does not recover its nerve before it leaves ALPHA STRIKE
con••dLitaiorgnes, if those rules are in play: the map area (see Recovering Nerve, below), it is considered FORCE BUILDING
Units: Any ground unit with the LG, VLG, and SLG to have withdrawn entirely from battle and is removed from
special, including all Mobile Structures. play. As with the Forced Withdrawal rules, routed units can ALPHA STRIKE
•• Large Aerospace Units: All DropShips, JumpShips, still execute attacks while they are retreating, but may not act SCENARIOS
WarShips, and space stations. as spotters for indirect fire, nor may they deliberately move
•• Drones: Any unit with the DRO, RBT, or SDCS special toward an enemy unit’s position. EXPANDED REPAIR
features is exempt from morale checks—even if it is of a Recovering Nerve AND SALVAGE RULES
unit type and/or size that ordinarily would not be exempt.
•• Stationary Units: Buildings, gun emplacements, and Any unit that is routed must make an additional morale 33
other units that possess no Move to begin with, are check at the End Phase of every turn after its morale has
exempt from morale rules. broken, to see if it can recover its nerve. This roll uses the base
target number and modifiers that applied when the unit’s
Making the Morale Check morale broke to begin with, but also applies the Additional
The morale check is a 2D6 roll against a base target number Nerve-Recovery Modifiers shown in the Morale Check Table.

equal to the unit’s Skill Rating, plus all applicable modifiers If the roll equals or exceeds the modified target number, the
listed in the Morale Check Table. If the roll result is equal unit regains its morale and may once again function normally
to or higher than this modified target number, the unit’s (at which point it may stop retreating and does not need
morale remains intact and it may continue to act normally. to make any further morale checks until it sustains damage
Otherwise, the unit’s morale breaks, and it is considered to again). If not, the routed unit continues to flee from battle for
be routed. another turn.

MORALE CHECK TABLE

Base Target Number = Unit’s Skill Rating ADDITIONAL NERVE-RECOVERY MODIFIERS

Condition Modifier Condition Modifier
Attacked by Inferno ordnance +1 Friendly Force Commander in LOS* –2
Attacked by Cruise Missile +2 Friendly Force Sub-Commander in LOS* –1
Unit is a BattleMech or ProtoMech –2 Infantry-Only Modifiers
Unit is an IndustrialMech +0 +1
Unit is a Combat Vehicle +0 Any Friendly Routed Units in LOS –2
Unit is a Support Vehicle +3 Friendly (non-Routed) ’Mechs in LOS –1
Unit is Battle Armor Infantry –1 Friendly (non-Routed) Vehicles in LOS +2
Unit is Conventional Infantry +2 Fire in LOS (see pp. 100-101, AS)
Unit is currently Routed +3
Unit is a Drone/Robotic Unit *A friendly force commander or sub-commander is only considered to be “present”
Pilot has Iron Will Special Pilot Ability No Roll Required when a unit has been specifically designated as the force’s commander and this
Infantry-Only Modifiers –2 unit is active and on the map within 35 inches of the routed unit. Only one unit
per lance (or Star) in a given force may be designated as a force sub-commander.
Attacker is a BattleMech +1
Unit is inside a Building –2

NEW ALTERNATE MUNITIONS Anti-TSM munitions were first employed, only prototype forms of
The following alternate munitions represent specialty triple-strength myomer existed (TSMX). Indeed, it was specifically
to avoid the danger of anti-TSM warheads that modern, standard
ammunition types not previously covered in the Alpha Strike triple-strength myomer—identified by the TSM special—emerged
core rules (see pp. 76-82, AS), largely because they all emerged to begin with. This improved TSM quickly eclipsed the original, and
as short-lived, experimental concepts. As with the specialty all but spelled the end of anti-TSM munitions by the mid-3050s.
munitions found in Alpha Strike, these new ammo types may only Listen-Kill Warheads
be employed by units that possess the appropriate abilities, and
will affect attacks made by such units accordingly. Required Special: LRM or SRM
Anti-TSM Warheads Listen-Kill missions are available only to units that possess the LRM
or SRM specials. Use of these warheads applies a –1 to-hit modifier
Required Special: LRM or SRM to the weapon attack, whether it is made using only the LRM or SRM
Anti-TSM warheads are available only to units with the LRM or special ability, or as part of the unit’s standard weapon attack.
SRM specials. When making a successful ranged attack by such Note: Historically, simple tweaks to communications suites of
units—either while using just the unit’s IF, LRM, or SRM special the day eliminated the effectiveness of Listen-Kill warheads within
abilities, or as part of a standard attack—reduce the attack damage just two years of their debut. To reflect this, if playing scenarios
by 1 point. If the target possesses the TSMX or TSI specials, it where the in-universe date is a factor, these missiles only provide
sustains 2 additional points of damage and one additional critical the above benefits if used from 3037 (the year the missiles were
hit, even if there is still armor remaining. introduced) to 3039 (the year they ceased to be effective). After
In addition to these effects, Anti-TSM warheads generate a 3039, Listen-Kill warheads are treated as standard missiles.
2-inch radius area of smoke centered on the unit they hit, which Dead-Fire Missiles
will linger, drift, and affect LOS as per the rules for normal smoke Required Special: LRM or SRM
(see pp. 81 and 83, AS). Units with the TSMX or TSI specials Dead-fire missiles are available only to units that possess the
that enter this smoke area—or which begin their Movement LRM or SRM specials. When delivering an attack using these
Phase within a smoke area created by Anti-TSM warheads—will missiles, increase the damage delivered by the unit’s LRM or SRM
immediately suffer 1 point of structure damage if they do not special by 1 point, but decrease the maximum range for these
possess any armor at that time, resolving Critical Hits accordingly. special abilities by 1 bracket. (For example, with dead-fire missiles,
Note: While it seems odd, in retrospect, to find a munition the LRM1/2/2 special would become LRM2/3/0, while the SRM3/3
specifically dubbed “Anti-TSM” that has no effect against the special would become SRM4/0.)
common form of triple-strength myomer in use today, this
nomenclature references the missiles’ historical use. At the time

When using dead-fire missiles as part of a standard weapon NEW SPECIAL INTRODUCTION
attack, remember to adjust the unit’s normal damage values UNIT ABILITIES
accordingly (e.g. eliminating the Long range LRM damage ALPHA STRIKE
values for units with LRM specials while increasing their Short The following additional special unit abilities reflect TACTICAL ANNEX
and Medium range damage by 1; or eliminating the Medium technologies and components that have recently been
range SRM damage values for units with SRM specials, while introduced in various other sourcebooks, and which may ABSTRACT
increasing their Short range damage by 1). appear on newer unit cards. SPACE COMBAT
Shoot and Sit Missiles
Advanced Tactical Analysis Computer (ATAC#) BATTLETECH
Required Special: NARC A unit with this special is able to feed improved tactical CONVERSIONS
Shoot-and-sit (SS) missiles are available only to units with
the standard Narc (SNARC) special ability. These warheads input to robotic units. This ability provides a –1 to-hit modifier ALPHA STRIKE
were an early version of the explosive Narc pods that could to a number of SDCS or RBT units equal to this ability’s POINT VALUE
either be detonated immediately on contact (like the explosive numerical value (so a unit with an ATAC3 special may provide CALCULATIONS
pods, as defined on p. 79, AS), or detonated later. this modifier to up to 3 robotic units).
When making a weapon attack, the unit using shoot-and-sit ALPHA STRIKE
missiles can declare when attacking that it is either using these Anti-Penetrative Ablation Armor (ABA) FORCE BUILDING
warheads as normal contact-explosive pods—in which case A unit protected by anti-penetrative ablation armor—
the explosive pod rules are used, delivering 1 point of damage ALPHA STRIKE
per 2 pods, rounded down—or is withholding the detonation often simply called ablative armor—is resistant to specialty SCENARIOS
for later. If the attacker opts for a later detonation, it must track munitions designed to pierce most other armor types. A unit
each successful attack the unit makes against its target using with this special ignores attacks by taser weapons (MTAS# EXPANDED REPAIR
its SNARC special. To detonate these missiles later, the attacker and BTAS# specials), and negates the bonus critical hit check AND SALVAGE RULES
must begin its Combat Phase with a valid LOS to a target that made for attacks that use armor-penetrating ammunition and
has been “seeded” with SS missiles, and declare it is setting off tandem-charge missile munitions (see pp. 78 and 82, AS). 35
the explosives as part of its own weapon attack. The detonation
delivers damage to the target equal to 1 point for every 2 Ballistic-Reinforced Armor (BRA)
successful SNARC attacks that were made against the target A specialty armor developed to counter projectile weapons
using SS munitions. When detonated later in this manner, all of
the SS missiles are set off at once; the attacker cannot choose to and missiles, ballistic-reinforced armor reduces all damage
set some off and leave others for a later attack. delivered by attackers that make use of the AC, IATM, IF,
A unit using SS missiles can only detonate its own missiles LRM, or SRM specials, by half (rounding up). This reduction is
in this manner. If the unit using SS munitions is destroyed applied whether the attack is delivered using the unit’s normal
before it can set off its explosives, the unexploded missiles damage values, or by just the listed special abilities.
will not be detonated (and can be safely removed post-battle).
Thus, if a unit that delivers normal attack values of 5/4/2,
with an AC2/2/0 special, delivers a successful normal attack
against a unit with the BRA special at Medium range, the
attack will be reduced by 1 point (half the AC attack value at
Medium range), dropping the normal total of 4 points to 3.

Though similar to reactive armor in many ways, ballistic-
reinforced armor will not reduce damage from attacks made
using the ART, BOMB, MSL, or FLK specials.

BattleMech HarJel II and III (BHJ2, BHJ3)
Improved versions of the hull-sealing technology known as

BattlMech HarJel appeared in the mid-thirty-second century.
In addition to providing the same hull breach resistance of
standard HarJel (see p. 105, AS), units protected by HarJel II
or HarJel III will recover armor points lost to damage as long
as they begin the End Phase with at least 1 point of armor
remaining. The amount of armor recovered at this point is 1
point for units that have the BHJ2 special, or 2 points for units
with the BHJ3 special.

The maximum armor points a unit may recover with
BattleMech HarJel II or III may never exceed the unit’s original
armor value. BHJ2 and BHJ3 special abilities will not recover
structure points or critical damage, and these abilities will
cease to function entirely if the unit is reduced to 0 armor
points before its End Phase.

Bimodal Land-Air BattleMech (BIM (#a)) shutting down the firing unit for 1 turn. (The unit reactivates in
A BattleMech with this special has been built to convert between the End Phase of the following turn.)

BattleMech and aerospace fighter modes of operation. The rules for HPG Effects Radius: As long as there is an atmosphere (or,
Land-Air BattleMechs (LAMs), may be found on pp. 43. if the Atmospheric Density rules are in effect per pp. 92, AS, an
Direct Neural Control System (DN) atmosphere of Thin or greater density), the HPG pulse will affect
all units within a radius of 16 inches if the firing unit is not a Mobile
A unit controlled with a direct neural control system is designed Structure, a DropShip, a building, or a Support Vehicle of Size Class
to be piloted by warriors fitted with an advanced cybernetic brain 3+. If the firing unit is a Mobile Structure, a DropShip, a building,
implant, enabling more enhanced control. This technology is or a Support Vehicle of Size Class 3+, the pulse will affect all units
exceedingly rare and dangerous in the BattleTech setting, with on the ground map, and all units in the Central Zone and Inner
its use invariably leading to madness and death in less than a Ring of the atmospheric Radar Map above the HPG’s position.
decade or so. Developed only in the wake of the Clan Invasion, it
was almost exclusively limited to the fanatics of the Word of Blake HPG Effects: The HPG pulse inflicts a +4 to-hit modifier on
faction, even though other groups researched their own versions. all non-conventional infantry units within the area of effect for
a period of 6 combat phases after the firing takes place. This
If a warrior or crew controlling a unit with this special ability effect persists even if an affected unit subsequently moves
is not fitted with a DNI implant—including the prototype DNI, outside of the initial effect radius. This modifier will apply only
vehicular DNI, or buffered VDNI implants (see Augmented Warriors, to weapon attacks and most special ability attacks during this
pp. 26-28)—the control system provides no benefits or drawbacks time, however; physical attacks (including those using the MEL
at all. Otherwise, the use of this feature applies a –1 modifier to special) will remain unaffected, as will any special Control Roll
the pilot’s Skill Rating, so a unit with a Skill Rating of 2 will drop to target numbers.
1. However, any Fire Control critical hit the unit receives during a
scenario will result in a Crew Stunned effect to the unit (regardless Receiving HPG Signals: Technically, the receiving of an HPG
of the unit’s type). If this happens to an aerospace unit operating signal is far beyond the scope of these rules, but should an event
within the Radar Map above a ground battle, treat the stunned happen within an atmosphere, there will be no significant game
unit as if it has shut down, and resolve the outcome per the rules effects in Alpha Strike play.
found on p. 61 of Alpha Strike.
Glider ProtoMech (GLD) Note: Where the signal from an HPG goes is irrelevant to
Alpha Strike game play. As an HPG is a hyperspace-capable
A ProtoMech unit with this special ability has been built with communications system intended to send signals up to 50 light
a special low-level flight capability similar to a Wing-in-Ground years at a shot, anywhere the message is sent will simply be too
Effect vehicle. Rules for using Glider ProtoMechs in game play far beyond the scope of the game at hand to have any relevance.
may be found on p. 41. An HPG cannot be used to directly attack a target unit; the pulse
Hyperpulse Generator (HPG) is merely a secondary effect.

The hyperpulse generator is a transmission device used to send
communications signals through hyperspace. Rare and expensive
in the extreme, it is almost never seen on the battlefield, and
many factions in the BattleTech universe consider attacking or
willfully endangering such devices a crime against humanity.
Nevertheless, some mobile versions of the HPG do exist, and thus
can make an appearance in battle under extreme circumstances.

If a unit equipped with a mobile HPG (noted by the HPG special)
is operating inside an atmosphere, it may use the device to send
a signal once every 6 turns. Doing so, however, draws incredible
amounts of power and produces an immense electromagnetic
pulse that affects all units in the general vicinity—including the
HPG-carrying unit itself. These effects can vary with the operating
unit.

Aerospace units operating in space may use an HPG in any turn
they wish, but will generate no significant game effects when
doing so.

Charging and Firing: Charging and firing an HPG requires two
full, consecutive combat phases to perform, during which time
the HPG unit cannot move or use any weaponry. If the unit is an
extremely large unit in the process of being boarded or repelling
a boarding action, its marines and other infantry defenses may
continue to function normally, but all mounted weaponry is inert.
At the end of the second combat phase, the HPG fires, instantly

Impact-Resistant Armor (IRA) Between battles, MASH-equipped units provide a bonus INTRODUCTION
Originally developed for use in dueling arenas, where melee to “repairing” infantry units. See the Expanded Repair and
Salvage rules (pp. 168-179) for more information. ALPHA STRIKE
attacks are often as common as weapons fire, impact-resistant Mobile Field Base (MFB) TACTICAL ANNEX
armor provides increased protection in physical combat.
When a unit with this special sustains damage as a result of a A unit with a mobile field base is one that is equipped to ABSTRACT
physical attack (including those delivered using a MEL special, handle technical servicing, maintenance, and even battlefield SPACE COMBAT
or self-inflicted damage from a Death from Above attack), repairs on other units. During game play, a mobile field base
the damage sustained by the unit is reduced by 1 point, to a has no direct effect, but between battles, its presence enables BATTLETECH
minimum of 1 point. bonuses to repairing other combat units. See the Exapnded CONVERSIONS
Repair and Salvage rules (pp. 168-179) for more information.
In addition to this, all critical hit rolls and hull breach checks Naval C3 (NC3) ALPHA STRIKE
made against this unit apply a +1 modifier to the roll result. POINT VALUE
For critical hits, treat any modified result over 12 as an Engine This special represents an advanced large-scale version CALCULATIONS
Hit critical. of the C3 network system, developed for spacecraft. Up to 6
Improved ATM (IATM#) large craft units may link into a single NC3 network. In abstract ALPHA STRIKE
aerospace combat (including capital-scale combat), all units in FORCE BUILDING
Units with the IATM# special may conduct missile attacks a NC3 network receive a –1 to-hit modifier. Naval C3 networks
using Improved ATM munitions. These alternate munitions are immune to ECM, but not to the SDS Jammer (JAM) system. ALPHA STRIKE
are: Nova Composite EW System (NOVA) SCENARIOS

Indirect Fire: This represents an IATM firing standard long- A unit with the NOVA special mounts a special electronics EXPANDED REPAIR
range missiles, which enables the unit to execute an attack as warfare system that not only provides the abilities of the ECM AND SALVAGE RULES
if it has an IF special of equal value (i.e., an IATM2 special can and PRB specials, but also acts as a C3i network that can link up
also act as an IF2 special). to 3 units (see pp. 49-51, AS). Unlike a normal C3i system, the 37
Nova cannot be disrupted by ECM, LECM, and WAT specials; it
Magnetic Pulse: Using this alternate munition attack, the can only be disrupted by a hostile unit with the NOVA special.
unit’s normal attack is reduced by 1 point at Short range. But Prototype CASE (CASEP)
if this attack hits a target in the Short range bracket, the target
suffers a loss of 2 inches of Move, as well as a –1 to-hit modifier When a unit with prototype CASE (CASEP) suffers an Ammo
for all weapon attacks, throughout the following turn. Explosion critical hit, the attacker rolls 1D6. On a 3 or higher,
(Multiple magnetic pulse hits will not stack these modifiers.) the critical hit is ignored. On a result of 2 or less, the unit suffers
an explosion and is destroyed.
Improved Inferno: using this alternate munition attack, Prototype Triple-Strength Myomer (TSMX)
the unit’s normal attack is reduced by 1 point at Short range.
But if this attack hits a target in the Short range bracket, the Units with the prototype form of triple-strength myomer
target suffers the effects of a HT#/#/# special attack equal to TSMX deliver 1 additional point of damage to all successful
the numerical value of the unit’s IATM# special, out to medium physical attacks they execute, regardless of the unit’s current
range (i.e., an ITAM2 will translate to a HT2/2/- effect). heat level. If the External Cargo rules are in play (see pp. 29-
Land-Air BattleMech (LAM (#g/#a)) 32), a unit with TSMX also doubles its lifting capacity.

A BattleMech with this special has been built to convert Unlike standard and industrial TSM, prototype TSM does not
between BattleMech, AirMech, and aerospace fighter modes provide a movement boost. More importantly, prototype TSM is
of operation. The rules for Land-Air BattleMechs (LAMs), may susceptible to Anti-TSMWarheads alternate munitions (see p. 34).
be found on pp. 43. QuadVee (QV)
Magnetic Clamp System (MCS, UCS)
A ’Mech unit with this special ability has been constructed as
ProtoMechs with magnetic clamps may ride on a a QuadVee. The rules for these units may be found on pp. 43-44.
BattleMech as if they were a battle armor infantry unit with Radical Heat Sink System (RHS)
the XMEC special (see p. 47, AS). No more than 2 ProtoMechs
with the MCS special (or 1 with the UCS special) may ride on a A unit with the radical heat sink system (RHS) can perform
single transporting ’Mech at the same time. a special coolant flush action in any End Phase where its
Heat Scale is 1 point or higher. This coolant flush will reduce
When transporting ProtoMechs via the MCS or UCS special, the unit’s heat level by 1 point (to a minimum of 0), but the
the transport ’Mech will lose 2 inches of Move, per ProtoMech, controlling player must then roll 1D6. If the roll result is 1, the
so long as the ProtoMechs remain attached to it. RHS special must be marked off, and the unit fails to reduce
Mobile Army Surgical Hospital (MASH#) its heat level for that turn. A radical heat sink system that has
been marked off in this fashion is no longer usable for the
A unit with MASH equipment can tend to wounded warriors, remainder of the scenario.
and helps to recover their injuries between battle. During
game play, a unit with MASH equipment can accommodate
infantry units as if it has an Infantry Transport (IT#) special
equal to half its MASH# value, rounded up. (For example, a unit
with a MASH6 special can act as a unit with the IT3 special.)

Re-Engineered Lasers (REL) unaffected by the jammer. Otherwise, any AECM, ECM, LECM, STL,
A unit that carries re-engineered lasers is able to offset many of or WAT specials the unit possesses will be rendered inoperative
for the duration of the jammer’s effect.
the benefits presented by several types of specialty armors, such
as reflective. When a unit with this ability successfully attacks a Homing Jammer (HJ): Once a homing jammer is activated,
unit featuring reflective armor (RFA special), ignore that armor’s all units within LOS of the jamming unit and a range of 34
damage-reducing effects. Furthermore, if a unit with this ability inches or less must roll 2D6. On a result of 9 or more, the units
successfully attacks a unit that features the critical-resistant (CR) will function normally. Otherwise, the affected unit may not
special, replace the target’s normal –2 modifier for any critical hit use any TAG, C3 systems of any kind (including C3BSM, C3BSS,
rolls with –1. C3EM, C3I, C3M, C3RS, or C3S), or the NOVA special for the
RISC Advanced Point Defense System (RAMS) duration of the jammer’s effect. In addition, if the unit features
an IATM, LRM, CNARC, SNARC, or SRM special, all attacks made
A unit equipped with a RISC advanced point defense system that include these weapons’ damage or effects will suffer a +1
may use this special ability to reduce incoming missile fire against to-hit modifier.
itself as a standard anti-missile system (see Anti-Missile System, p. Robotic Drone (RBT)
46, AS), or it may use the system to reduce the missile damage to
any other friendly unit within 2 inches of its position by 1 point. Units with this special are driven by autonomous programming
that enables them to function as a drone that does not require
The use of the RAMS special to defend its own unit or a friendly remote human direction. The rules covering how robotic units
unit must be made when the missile attack is resolved; a RAMS work may be found on pp. 39-40.
ability used to defend its own unit cannot be used to defend a SDS Drone Control System (SDCS)
friendly unit (and vice versa) in the same term.
RISC Emergency Coolant System (ECS) Units with this special have an extremely sophisticated and
highly adaptive robotic control system not seen since the fall of
The RISC emergency coolant system is a more powerful the original Star League. This enables the unit to operate as a
variation on the radical heat sink system (RHS special), but its superior form of robotic drone, per the rules found on pp. 39-40.
effects in the event of a system failure can be much more dire. Like SDS Jammer (JAM)
the RHS special, this system is activated in the End Phase of the
turn, but will only do so if the unit has reached a Heat Scale of 4 A unit with this special cancels the –1 to-hit modifier provided
(Shutdown). Also like the RHS, the system requires a 1D6 check to by an opposing unit with the ATAC or Naval C3 specials. This effect
determine if it suffers a failure when attempting to flush coolant only works when the unit that would benefit from the enemy
through its unit. ATAC or NC3 is within the jamming unit’s Extreme range weapon
bracket (or closer).
If the 1D6 roll result is 2 or higher, the ECS reduces the unit’s Tight-Stream Electromagnetic Pulse Weapons (TSEMP#)
Heat Scale by 2 points. If the result of the 1D6 roll is 1, the ECS
special must be marked off and, just like the RHS, it will fail to A unit with this special ability carries tight-stream EMP weapons
reduce the unit’s heat level. In addition to this, the ECS’s failure (TSEMPs), which function much like an energy-based version of
will also inflict one Engine Hit critical on the unit itself. The ECS the taser (see p. 109, AS).
remains inoperable for the remainder of the scenario once it is
marked off. As with taser weapons, the numerical value for this special
RISC Viral Jammers (DJ, HJ) ability indicates the number of TSEMP weapon attacks the unit
may attempt per turn. If this numerical value is preceded by a “-O”,
RISC Viral Jammers are active electronic warfare systems then the unit is only carrying one-shot TSEMPs, and the number
designed to counter opposing electronics within the user’s instead indicates how many TSEMP attacks it may attempt for the
general vicinity. Available in two forms—the anti-ECM decoy entire scenario.
jammer (DJ) or the communications-disrupting homing jammer
(HJ)—a viral jammer may be activated at the start of the unit’s TSEMP attacks may only be attempted in the unit’s Combat
Movement Phase, and will have the effects outlined below for Phase, and may only be directed against targets within the unit’s
its jammer type against all units that are within 34 inches of the Short or Medium range brackets on the ground map. (TSEMP
jamming unit and have an LOS to it at the end of their Movement weapons are ineffective in airborne combat, but may be part of
Phase. Note that this jamming will affect friendly and opposing an air-to-ground attack by fighters so equipped.)
units alike.
A successful TSEMP attack will have no effect against
Once engaged, a RISC viral jammer remains active for 5 turns conventional infantry unit, DropShips, or any other units that
and cannot be shut off before then except through the destruction possess theVLG or SLG specials. For all other unit types, a successful
or shutdown of the operating unit. Once a jammer is disabled in TSEMP attack must be followed by a second 2D6 roll, applying a
any way (or its 5 turns of operation elapse), its negative effects –1 roll modifier if the target is a BattleMech or aerospace unit, a –2
on opposing electronics will dissipate, and the jammer’s special if the target has the LG special, and a +2 if the target is a support
ability is marked off the unit’s stat card. vehicle unit.

Decoy Jammers (DJ): Once a decoy jammer is activated, all If the modified roll result is 8 or higher, the target shuts down
units within LOS of the jamming unit and a range of 34 inches for 1 turn. On a 7 or less, the target instead suffers a +1 target
or less must roll 2D6. If this roll result is 9 or higher, the unit is modifier for all attacks and Control Rolls required of it for 1 turn.

Multiple TSEMP attacks against the same target will not Remote-Operated Drones
increase these modifiers, but each attack each should make The use of remote-operated drone units is largely covered
its effects roll as long as the target has not been shut down.
TSEMP effects against a target automatically wear off in the already by the rules for the Drone and Drone Carrier Control
End Phase of the following turn. System special unit abilities found in Alpha Strike (see pp. 106-
Trailer Hitch (HTC) 107, AS). Additional rules regarding these drones are covered
further below.
A vehicle unit with this special has the ability to tow other
wheeled or tracked units and trailers. The rules for towing may Robotic Drones INTRODUCTION
be found under External Cargo, pp. 29-32. Robotic units are designed to operate independently
Triple-Strength Implants (TSI) of human operators, and thus do not rely on constant ALPHA STRIKE
communication for combat directions, nor do they require TACTICAL ANNEX
Infantry with this special have been augmented with the presence of a control unit as remote drones do. But even
triple-strength myomer implants. While most gameplay though they are meant for autonomous operation, robotic ABSTRACT
effects are covered under Augmented Warriors (see pp. 26- drones can still be impaired by hostile ECMs as their sensor SPACE COMBAT
28), these units are also susceptible to the effects of anti-TSM suites become blinded or disoriented by the interference.
munitions (see p. 34). Robotic Initiative: As a unit type specifically designed BATTLETECH
Virtual Reality Piloting Pod (VR) to operate independent of human control, any time a force CONVERSIONS
of robotic units is present in a scenario, the robotic forces
A unit controlled with a virtual reality piloting pod has fielded by each side must roll their own Initiative. Being less ALPHA STRIKE
replaced its normal cockpit with an internalized bay sealed intuitive than humans, however, these robotic forces suffer a POINT VALUE
deep inside its chassis. Though this early-Clan Invasion –2 modifier to their Initiative roll (if the robotic unit features CALCULATIONS
experiment promised to better safeguard MechWarriors the SDCS special, change this Initiative modifier to –1).
from harm, it proved dangerously susceptible to electronic For example, if a scenario pits an attacking force of entirely ALPHA STRIKE
interference and made safe egress from a doomed machine human-controlled ’Mechs against a defending force of human- FORCE BUILDING
nearly impossible. piloted ’Mechs, backed up by robotic tanks, three Initiative
rolls must be made—one for the attacker, one for the human- ALPHA STRIKE
A unit with this special applies a –1 target modifier to any piloted defenders, and a third for the robotic defenders. The SCENARIOS
special Control Rolls required of the unit (such as those to robotic defenders, furthermore, apply a –2 modifier to their
avoid skidding or becoming stuck in bog-down terrain, but Initiative roll. The turn order will then proceed as if there are EXPANDED REPAIR
the unit becomes unable to use the Ejection rules (see p. 91, three “sides” on the map, based on their roll results. If the AND SALVAGE RULES
AS). Furthermore, if the unit begins its Combat Phase within attackers in this scenario also brought along some robotic
an area affected by hostile ECM of any type (such as those units, four Initiative rolls would be required instead. 39
generated by LECM, ECM, and WAT specials), the unit may not Robotic Skill Ratings: As with remote drones, robotic
attempt any ranged weapon attacks, and suffers a +2 to-hit drones that lack the SDCS special receive a Skill Rating 1
modifier for any physical attacks it attempts. point higher than an equivalent human-operated unit. Thus,
a Regular-rated non-SDCS robotic tank would possess an
NEW UNIT TYPES effective Skill of 5, rather than 4. Robotic units with the SDCS
special receive a Skill Rating equal to any human-operated
The following new unit types were either not covered under unit of a given Skill Rating.
the Alpha Strike core rules, or were not clearly differentiated Because few robotic AIs can match the intuitive abilities of a
from units of the same general class. Most—like tripod ’Mechs, human, the maximum Skill Rating a robotic unit may possess
superheavy ’Mechs, LAMs, and QuadVees—are rare in routine is Elite. This means that a robotic unit without the SDCS special
play, having been out of service for a long time in the universe at may not receive a Skill Rating better than 3, while the best Skill
large, or entirely new to the setting. Others—such as four-legged Rating a robotic drone with the SDCS special may attain is 2.
’Mechs and robotic drones—are not quite so foreign, but their Robotic Aggression Modes: Prior to the start of a scenario
distinctions were largely glossed over under the core rules. involving robotic units, the player controlling such units
DRONES AND ROBOTIC UNITS should give each one an Aggression Mode to determine its
actions in combat. This Aggression Mode, which establishes
Virtually all unit types found in Alpha Strike may be the drone’s general mission and tactical functions for the
constructed as drones. Drones are either driven remotely sce•n•aArgiog, rmesasyivbee Aggressive, Defensive, Passive, or Suicidal.
by human operators, or controlled by their own on-board Mode: An aggressive robotic unit will take
artificial intelligence software. For the sake of these rules, an active role in combat, targeting and attacking any
a unit with the Drone (DRO) special is considered to be a hostile unit that comes within its weapons’ range and
remote-controlled unit, while those with the Robotic (RBT or line of sight. The aggressive unit may pursue its enemies
SDCS) specials operate independently. as the controlling player sees fit, and will continue to
pursue for any distance unless the drone suffers crippling
damage (at which point it will follow Forced Withdrawal
rules and return to its base).

••Defensive Mode: A defensive robotic unit will stay close to Unfortunately, because its sensors are disrupted at this time, the
an objective or designated map area that it is tasked with berserking robotic unit will not be able to tell friend from foe in
protecting, never straying farther than 24 inches from its this state, and will attack the nearest unit of any side.
charge. Defensive drones will only target hostile units that
enter their weapons’ range, and may seek better positions ECM effects against robotic units end at the start of any turn
to strike at them from, but they will never allow themselves in which the robotic unit is no longer within a hostile ECM field.
to be drawn too far away from their defensive objective. If a Drones and Special Game Rules
defensive drone does find itself farther than 24 inches from
the focus of its defense, it will move back toward it at the Neither of the drone types covered by these rules—remote or
earliest opportunity. As with aggressive drones, defensive robotic-controlled—may benefit from Special Command Abilities
drones return to base per Forced Withdrawal rules once they or Special Pilot Abilities (see pp. 44-49 and 49-58, respectively),
have sustained crippling damage. but they can benefit (or suffer) from Design Quirks. Drone and
•• Passive Mode: A passive robotic unit is even less apt to move robotic units may also benefit from most of the other on-board
and engage enemies than a defensive one. These units will special unit abilities noted on their unit cards, with the exception
only attack a hostile target that has entered their Short range of the Mobile Headquarters (MHQ#) special.
bracket, and are always susceptible to Forced Withdrawal
rules if they sustain crippling damage. A passive drone will Drones and Psychological Warfare: Drones are also immune
not move farther than 6 inches from its assigned position. to the effects of special command abilities, special pilot abilities,
•• Suicidal Mode: Robotic drones set to a suicidal level of and design quirks that would demoralize, distract, intimidate,
aggression will always attempt to close with and engage the or enrage human-crewed units. This includes the Zone of
nearest hostile unit to its position during combat. Suicidal Control special command ability (see p. 46), the Animal Mimicry,
drones will also ignore Forced Withdrawal rules under all Antagonizer, and Demoralizer special pilot abilities (see pp. 51, 51,
conditions. If a suicidal drone is crippled and rendered and 52, respectively), and the Distracting design quirk (see p. 62).
unable to attack a target, it may—at the controlling player’s
option—initiate a self-destruct sequence if either the Engine Drones and Morale: All Drones are immune to Morale rules
Explosion rules are in play (see p. 28), or if the drone has been (see p. 32).
equipped with a Booby Trap device (BT special). FOUR-LEGGED (QUAD) ’MECHS AND PROTOMECHS
Aerospace Drones: When using the above Aggression Modes
for robotic aerospace units using the abstract aerospace combat Although bipedal (two-legged, humanoid or semi-humanoid)
rules, disregard the range references described, and replace the movement is by far the most popular style in which the ’Mechs
movement range limitations of the defensive and passive modes and ProtoMechs of the BattleTech universe are made, some
as follows: ’Mechs and ProtoMechs have been built to walk on four legs,
For defensive robotic units, all movement must be restricted to rather than two. For most rules purposes in Alpha Strike, the
the Central Zone and the Inner, and Middle Rings of the standard differences between four-legged and two-legged ’Mech and
Radar Map (or Engagement Map) the unit is operating in. Passive ProtoMech movement are so similar that no special rules have
robotic units, meanwhile, will restrict their movement range to been identified, but under more advanced rules, their differences
the Central Zone and Inner Ring only. If forced to retreat for any can become more pronounced.
reason, a robotic unit will return to its base vessel or landing area,
or—if none has been defined—simply move to stay as close to The following rules therefore modify the standard ’Mech and
the Central Zone as possible. ProtoMech rules for such units that have four-legged movement.
ECM Effects on Robotic Units: Unlike remote-controlled Four-legged movement is not indicated on the unit’s stats or as a
drones, robotic units caught within a hostile ECM field will not special ability, but is clearly indicated by the use of a four-legged
simply shut down. Instead, whenever a robotic unit begins its unit miniature.
Movement Phase inside the area of a hostile ECM field, the unit’s
controlling player must roll 1D6. Movement: A four-legged ’Mech or ProtoMech cannot use the
On a result of 4 or less, the robotic unit becomes blinded for that advanced Climbing movement rules found in Alpha Strike (see p.
turn. While blinded, the robotic unit will behave as a crippled unit 62, AS), nor may it make use of any of the External Cargo rules
under Forced Withdrawal rules, and retreat toward its home area. presented in this book (see pp. 29-32).
On a result of 5, the robotic unit becomes dazed for that turn.
While dazed, the unit will simply move in a random direction Firing Arcs: Four-legged ’Mechs (but not ProtoMechs) have a
(turning only to avoid entering illegal terrain), and will attempt no much more restrictive firing arc, due to their inability to rotate
attacks in the Combat Phase. their torsos properly. Because of this, the four-legged ’Mech can
On a 6 result, the robotic unit goes berserk. In this state, the only execute its own attacks using the 90-degree Fore firing arc
robotic unit behaves as if it has been set to a Suicidal Aggression described for Large Support Vehicles (see p. 35, AS). Note that
Mode, and will target, close with, and attack the nearest unit. even though the unit’s forward arc is reduced in size, its rear arc
remains the same for attack purposes.

Control Rolls: If a four-legged unit must make any special
Control Rolls or similar movement-induced rolls (such as when
avoiding skids per p. 13, or checking for bog-down in certain
terrain types as described on p. 70, AS), the unit receives a –2
modifier for its four-legged stability.

THREE-LEGGED (TRIPOD) ’MECHS GLIDER PROTOMECHS INTRODUCTION
In some very rare cases, ’Mechs have been built as tripods, A more sophisticated ProtoMech design built for sustained
ALPHA STRIKE
rather than in the standard two- or four-leg configurations. low-level flight, so-called Glider ProtoMechs appeared only TACTICAL ANNEX
Though fairly unpopular when introduced during the Star briefly in the waning days of the Jihad, and largely vanished
League, tripods appeared sporadically as IndustrialMechs, and in the decades since. A few odd models have appeared ABSTRACT
later in the form of the superheavy tripod “Colossus” ’Mechs of sporadically from time to time, but most of these tend to be SPACE COMBAT
the Dark Age era. experimental in nature, or otherwise limited in use.

The following rules additional rules apply to tripod ’Mechs The following rules modify the standard ProtoMech rules
in Alpha Strike: for those that have glider movement capability, which will be
indicated on the unit’s stats by a GLD special unit ability.
Weapon Attack Arcs: Tripods possess a 360-degree
weapon attack arc, as if all weapons are mounted on a vehicle Movement: A Glider ProtoMech must declare which
turret, and will represent this with a TUR (#/#/#) special, movement type it is using at the beginning of every movement
accordingly. Despite this feature, tripod ’Mech units may still phase: either ground (as a ’Mech) or gliding (as a WiGE
be attacked from the rear as a normal ’Mech. vehicle). Glider ProtoMechs that opt to use normal ProtoMech
movement use the standard Move rates list on their data cards
Control Rolls: If a tripod ’Mech must make any special (left of the slash, the value with no movement code).
Control Rolls or similar movement-induced rolls (such as
when avoiding skids per p. 13, or when checking for bog- Glider ProtoMechs that opt to use their WiGE movement
down in certain terrain types as described on p. 70, AS), the mode use the Move rate shown to the right of the slash (the
tripod receives a special –1 target modifier. value with a movement code of g). A ProtoMech using its

BATTLETECH
CONVERSIONS

ALPHA STRIKE
POINT VALUE
CALCULATIONS

ALPHA STRIKE
FORCE BUILDING

ALPHA STRIKE
SCENARIOS

EXPANDED REPAIR
AND SALVAGE RULES

Unleashed at last, this Republic of the Sphere’s superheavy tripod pummels a Wolf Clan assault.

41

WiGE movement rate is subject to the same movement rules as terrain unless the terrain is at least 2 inches tall (and likewise does
a WiGE vehicle (see p. 31, AS). This includes the requirement that not receive partial cover benefits from water terrain unless the
such units must maintain at least 4 inches of movement per turn water terrain is 2 inches deep).
to remain aloft.
Stacking Limits: Superheavy ’Mechs are so massive that all
If the Variable Movement Modifier Rules are in play (see pp. non-infantry units must maneuver around them, even if they
22), a Glider ProtoMech using its WiGE movement is treated as if are friendly. This differs from the normal allowances for stacking
it were jumping. found on page 27 of Alpha Strike, which allows friendly units
to pass through terrain occupied by a friendly unit during the
Combat: If an attack against a Glider ProtoMech misses its Movement Phase.
modified to-hit number by 1 point, the attacker must roll 1D6. If
this result is 5 or 6, the Glider ProtoMech suffers a glancing hit to Movement: Superheavy ’Mechs reduce the per-inch Move
a wing that reduces its WiGE Move rate by 1 inch (to a minimum costs for all Woods, Jungle, Rough, Rubble, and Buildings terrain
of 0 inches), but otherwise delivers no other damage to the unit. by 1 inch. For all other terrain types and conditions (including
SUPERHEAVY ’MECHS level changes and lateral movement for quads), the Move costs
for a superheavy ’Mech are the same as they would be for a
Superheavy ’Mechs are over-sized BattleMechs and Industrial- standard size ’Mech unit.
Mechs that are an extremely rare sight on the battlefield. While Combat Phase
functionally identical to their smaller, more conventionally-sized
kin, their increased weight and bulk affects their use in game Superheavy ’Mechs in Alpha Strike modify the standard combat
play somewhat. rules for ’Mechs as indicated below:

The stat card for a superheavy ’Mech will show it as having a Attack Modifiers: All weapon and physical attacks made
Size of 4, with the LG special. against a superheavy ’Mech receive the –1 to-hit modifier
Movement Phase appropriate for targets classified as Large. Meanwhile, all physical
attacks performed by a superheavy ’Mech will suffer a +1 to-
Superheavy ’Mechs in Alpha Strike use the standard movement hit modifier, to reflect the reduced agility that comes with their
rules for ’Mech units, except as modified below: outsized actuators and structure.

Unit Size: For practical LOS purposes, a superheavy ’Mech Infantry: Anti-’Mech infantry physical attacks against a
stands 3 inches tall, rather than 2, and fills an area 1.5 inches in superheavy ’Mech receive a –2 to-hit modifier in place of the
diameter, rather than 1.25 inches. Because of its massive size, a normal –1 to-hit modifier for Large units. This reflects the greater
superheavy ’Mech does not gain partial cover from blocking ease of such attacks due to the combination of the superheavy

’Mech’s great size and lower range of motion.
Mechanized Infantry: Even though superheavy ’Mechs

are substantially larger than normal ’Mechs, they still may not
carry more than one battle armor squad per ’Mech under the
Mechanized Battle Armor rules (see pp. 32-33, AS).

Critical Hits: Superheavy ’Mechs in Alpha Strike resolve
critical hits using the same rules for a normal ’Mech of
equivalent type. If the superhavy ’Mech is an IndustrialMech,
this includes rolling twice for critical hits upon damage to the
unit’s structure points.
Additional Superheavy ’Mech Rules

Superheavy ’Mechs also apply the following additional
rules during Alpha Strike game play:

Buildings: When using the Buildings rules (see pp. 83-86,
AS), superheavy ’Mechs operate as normal sized ’Mechs, except
that they cannot climb buildings, and have an effective Size
value of 5 for the purposes of the building’s weight capacity.
(This essentially means that even a Hardened building cannot
support the weight of a superheavy ’Mech.) Furthermore, in
addition to the movement cost reduction indicated earlier,
superheavy ’Mechs passing through a building will inflict 2
points of damage for every inch traveled inside the building.

The superheavy Omega was a triumph of Word of Blake engineering.

Advanced Movement and Piloting: If any Bog Down Combat Phase INTRODUCTION
special rules (see p. 70, AS), superheavy ’Mechs apply an The following rules additional rules apply to Land-Air
additional +1 target modifier is applied for the roll needed to ALPHA STRIKE
avoid becoming bogged down. BattleMechs in combat: TACTICAL ANNEX
Target Movement Modifiers: Attacks against LAMs use
Transporting Superheavy ’Mechs: Superheavy ’Mechs ABSTRACT
may not be transported as standard ’Mechs via the MT# the target movement modifiers appropriate to their current SPACE COMBAT
special. They may only be transported by units that have mode of operation. LAMs in Fighter and AirMech mode are
a cargo capacity listed in tonnage, as long as that cargo considered airborne units for targeting purposes, with attacks BATTLETECH
capacity is at least 220 tons per superheavy ’Mech. This lack against AirMech-mode LAMs treated as an attack against an CONVERSIONS
of dedicated superheavy ’Mech transport cubicles also means airborne BattleMech, and attacks against Fighter-mode LAMs
that superheavy ’Mechs cannot use the Dropping Troops rules treated as an attack against an airborne aerospace fighter. ALPHA STRIKE
(see pp. 90-91, AS), and must always be transported as cargo POINT VALUE
(see Units as Cargo, p. 64, AS). Weapon Attack Arcs: LAMs in all modes use the same CALCULATIONS
weapon attack arcs as a BattleMech.
LAND-AIR BATTLEMECHS ALPHA STRIKE
A unit that is built as a Land-Air BattleMech (LAM) will have Control Rolls: LAMs in fighter mode make Control Rolls FORCE BUILDING
whenever they would normally be required for aerospace units.
either a LAM (#g/#a) special, or a BIM (#a) special to identify ALPHA STRIKE
itself as such. Damage and Critical Hits: In all three modes, LAMs suffer SCENARIOS
damage and critical hits as a BattleMech. Unlike fighters, LAMs
A Land-Air BattleMech (LAMs) is a rare BattleMech unit type do not check for critical hits from damage that exceeds their EXPANDED REPAIR
that can change modes from that of a BattleMech to that of an armor threshold (as described on p. 60, AS). AND SALVAGE RULES
aerospace fighter. This enables a broader range of movement Additional Land-Air BattleMech Rules
options, from standard BattleMech movement (in BattleMech
mode), to aerospace fighter movement (in Fighter mode). Land-Air BattleMechs also apply the following additional
LAMs not indicated as bimodal-only (those with the BIM rules during Alpha Strike game play:
special) also include a hybrid configuration known as AirMech
mode, in which the BattleMech moves as a wing-in-ground Bimodal LAMs: A LAM identified as bimodal—with the BIM
effect (WiGE) unit. (#a) special—cannot make use of the AirMech mode. Bimodal
LAMs can only convert between standard BattleMech and
Regardless of their current mode of operation, LAMs fighter configurations.
are considered BattleMech units, and thus will function in
accordance with the standard Alpha Strike rules for ’Mech Unit Transports: Another advantage to LAMs is that they
units except as follows: can be carried by transports intended for either BattleMechs
or fighters by simply switching to the appropriate mode. A
Conversion and Movement LAM in BattleMech mode can be transported and deployed
When a LAM switches between modes, its conversion by units that possess ’Mech cubicles (MT# special), while one
always takes place at the start the unit’s Movement Phase. The in fighter mode can be carried and launched from units that
action is incidental to the unit’s movement, and switches the possess fighter cubicles (AT# special).
un•it•tLoAtMhes movement type of its chosen form: QUADVEES
in BattleMech mode function as jump-capable
BattleMechs, and may only use the movement rules A unit that is built as a QuadVee will have the QV special to
and modifiers applied to standard ground and jumping identify itself as such, as well as a base movement code given as
movement types in this mode. These movement ranges either “qt” or “qw”. Because the torso of a QuadVee functions as
will be shown on the unit’s basic Move stats. a turret, these units will also feature a TUR (#/#/#) special ability.
•• LAMs in AirMech mode function as BattleMechs with a
WiGE movement type (the movement mode ending in g Similar to a LAM, but entirely ground-based, a QuadVee is
after the LAM special), and may only use the movement a ’Mech unit type designed to change modes from that of a
rules and modifiers applied for WiGE units in this mode. BattleMech to that of a ground vehicle. This enables the unit to
Note that the amount of movement a WiGE receives switch between ’Mech and vehicle movement options. Unlike
may be different from the amount of Move it receives LAMs, QuadVees never have a hybrid mode of operation.
in ’Mech mode.
•• LAMs in Fighter mode function as aerospace units for QuadVees are considered BattleMech units regardless of
movement purposes. Once the conversion to this mode their current mode, and thus will function in accordance with
occurs, the unit’s Thrust is identified by the aerodyne the standard Alpha Strike rules for ’Mech units except as follows:
movement value (the movement mode ending in a after Conversion and Movement
the LAM or BIM special).
When a QuadVee switches between modes, its conversion
always takes place at the start the unit’s Movement Phase. The
action is incidental to the unit’s movement, and switches the
unit to the movement type of its chosen form:

43

••QuadVees in ’Mech mode function as four-legged ’Mechs, and SPECIAL
thus may use the standard movement rules and modifiers COMMAND ABILITIES
applied to ’Mech units (including jump capability, if indicated
in the unit’s stats). These movement ranges are as those shown Many of the veteran regiments and other formations in the
on the unit’s basic Move stats. BattleTech universe demonstrate special command abilities such
•• QuadVees in vehicle mode function as ground vehicles for as those outlined below. These abilities represent enhanced
movement purposes, but the type of movement used in tactical expertise that comes from a combination of intense
this mode varies with unit’s movement code. A QuadVee training, acclimation, and leadership. For this reason, unless
movement code of “qt” indicates that the unit uses tracked otherwise indicated, special command abilities are assumed to
movement when in vehicle mode, while a code of “qw” apply to a player’s entire force, rather than to its individual units.
indicates that the unit uses wheeled movement in vehicle
mode. The base movement rate in vehicle mode identical to Adapting Previous Sources: Many published forces in the
the unit’s non-jumping ’Mech mode. While in vehicle mode, a BattleTech setting will use special command abilities such as these
QuadVee must obey all terrain restrictions for vehicles of their in various Era Report, Field Manual and Field Report sourcebook
movement type, and cannot use jumping movement even supplements. When using such sourcebooks as reference for
if they possess that ability in ’Mech mode. However, vehicle- playing out games under the Alpha Strike system, be sure as use
mode QuadVees will gain other benefits unique to vehicles the special command ability of the same name as it is presented
(such as the extra 2 inches of movement on paved terrains). here, in order to maintain compatibility with the miniatures rules.

Combat Phase Assigning Special Command Abilities: If the players are not
The following rules additional rules apply to QuadVees in combat: selecting a force that has special command abilities published in
Line of Sight: Attacks against QuadVees use the LOS (or a source as above (such as when running custom forces through
a straight pick-up game), the best recommendation for choosing
practical LOS) rules appropriate to their current mode of operation. special command abilities is to assign them based on the force’s
QuadVees in ’Mech mode are considered BattleMechs of standard average Skill Ratings of the forces that may use them. Low-rated
height for targeting purposes, while QuadVees in vehicle mode forces—those identified as Green, Very Green, or Wet Behind
determine their LOS as if they stand only as tall as a vehicle (half the Ears—should receive no special command abilities (or may
the height of a ’Mech). select one of the general environmental, tactical, or enemy
specializations). Middle-grade forces—those with a Regular Skill
Target Modifiers: Attacks against QuadVees all target Rating—may receive one special command ability. Experienced
modifiers rules appropriate to their current mode of operation. forces—those rated as Veteran or Elite—may receive up to two
different special command abilities. Truly superior forces—those
Weapon Attack Arcs: QuadVees in both modes possess a with an average Skill Rating of Heroic or Legendary—may receive
360-degree weapon attack arc, as indicated by the fact that up to three different special command abilities.
the unit’s damage values are also given as a TUR (#/#/#) special.
Despite this, the unit retains a rearward facing and may still be To find a force’s average Skill Rating, add together the Skill
attacked through its rear arc as a normal BattleMech. Ratings for all of the units in that force, divide this sum by the total
number of units, and round the result normally to the nearest
Damage and Critical Hits: In both modes, QuadVees suffer whole number. Use that number to find the force’s final Skill Rating
damage and critical hits as a BattleMech. Unlike vehicles, using the Point Value Skill Table found on p. 24 of Alpha Strike.
QuadVees do not check for Motive Systems Damage under any
circumstances (see p. 42, AS). For example, a company of 12 ’Mechs, where four ’Mechs have
a Skill Rating of 4, three have a Skill Rating of 3, two have a Skill
Other QuadVee Rules Rating of 2, and three more have a Skill Rating of 5, would have
QuadVees also apply the following additional rules during a sum of 44 for its Skill Ratings ([4 x 4] + [3 x 3] + [2 x 2] + [3 x
5] = 44). With 12 units in total, this yields an average Skill Rating
Alpha Strike game play: of 3.67, which rounds normally to 4. At a rating of 4, the Point
Control Rolls: If a QuadVee in either mode must make any special Value Skill Table defines the entire force as having a Regular Skill
Rating. Given this average rating, the force should limit its special
Control Rolls or similar movement-induced rolls (such as when command abilities to only one selection.
avoiding skids per pp. 13, or when checking for bog-down in certain
terrain types as described on p. 70, AS), the QuadVee must apply the Commanders and Command Abilities: Because they
modifiers appropriate to the movement type it is using. In ’Mech actually reflect an interaction of training, experience, and—
mode, the QuadVee receives a –2 modifier for its four-legged stability most importantly—leadership, the special command abilities
(as per Four-Legged (Quad) ‘Mechs and ProtoMechs, see p. 40). assigned to a player’s force are tied to the presence of one or
more field commanders. These officers must be operating
Unit Transports: Another advantage to QuadVees is that they can from the immediate vicinity, in order to provide direction and
be carried by transports intended for either ’Mechs or vehicles by inspiration to their troops. Because special command abilities
simply switching to the appropriate mode. A QuadVee in ’Mech mode are tied to the officers in this fashion, the loss of these officers—
can be transported and deployed by units that possess ’Mech cubicles be it from destruction, capture, or withdrawal—also costs their
(MT# special), while one in vehicle mode can be carried and launched force the special abilities they provide.
from units that possess vehicle bays (VTM#, VTH#, or VTS# specials).

The only concern when carrying vehicle-mode QuadVees in
this manner is that the QuadVee must be within the size limits
described for the appropriate bay type (see p. 109, AS).

When assigning special command abilities to their forces, OFF-MAP MOVEMENT INTRODUCTION
players must designate a maximum of one key officer for The Off-Map Movement special command ability represents
every 6 units in their total force (or fraction thereof ). Of ALPHA STRIKE
these officers, one must be designated as the force’s overall a force’s superior flanking tactics. This ability cannot be used TACTICAL ANNEX
commander, while all of the other designated officers serve as in a scenario type that would specifically violate its rules, such
key sub-commanders. as by an attacking force in a Breakthrough scenario, or by a ABSTRACT
defending force in a Hold-the-Line scenario. SPACE COMBAT
In game play, the loss of the force’s senior commanding officer
will apply a –2 Initiative modifier to that force for the remainder Each unit that uses this ability must designate an exit BATTLETECH
of the scenario. In addition to this, if the commanding officer point on the map edge that the unit will leave from, along CONVERSIONS
and all of his sub-commanders are lost, the player’s force will with a corresponding reentry point that it will return
lose all of its special command abilities as well. from. These designated points must be written down in ALPHA STRIKE
BANKING INITIATIVE advance of the actual maneuver, even if only in the turn POINT VALUE
the unit actually begins its off-map movement. Along with CALCULATIONS
With this special command ability, the force’s leader these points must also be noted the minimum number of
essentially concedes the momentum of the battle to his turns the off-map units must remain off the map before ALPHA STRIKE
opponent in order to seize the initiative at a later time. This reentering. To find this minimum Off-Map Movement time, FORCE BUILDING
particular tactic is ideal for scenarios where the commander’s determine the total distance traveled between the exit
force is operating on the defensive, or when it has reserve units and reentry points along the outer edges of the map that ALPHA STRIKE
waiting for the right moment to ambush an attacking army. correspond to the off-map units’ positions. Then, divide this SCENARIOS
travel distance by the unit’s Move value, rounding up to the
To use this command ability, the player acting as the leader nearest whole number. For example, if a unit with a Move of EXPANDED REPAIR
of his particular must declare—before any Initiative rolls are 6” per turn uses Off-Map Movement by leaving the western AND SALVAGE RULES
made—that he is yielding the Initiative to his opponent. For edge of the map, with a designated reentry point 19 inches
the purposes of any abilities where Initiative margins are farther north along the same edge, the controlling player
considered, this allows the opposing force to automatically measures 19 inches along the west edge, divides that result
win its Initiative at a 1-point Margin of Success. by 6 (the unit’s Move), and finds that the unit must spend
at least 4 turns off the map to do this (19 ÷ 6 = 3.167, round
For every two turns (consecutive or otherwise) that the up to 4). Units using Off-Map Movement may remain off the
commander yields the Initiative in this fashion, his force“banks” map for longer than the minimum number of turns, at the
an automatic 1-point Initiative success of its own. This banked controlling player’s discretion.
Initiative victory can be declared at a later point—once again
before any rolls are made. A maximum of two automatic The player whose units are making use of Off-Map
Initiative successes can be stored up in this fashion, at the cost Movement need not inform his opponent of these exit and
of a total of four Initiatives conceded without a dice roll. reentry points, or the minimum turns each unit must remain
off the map, until the unit returns. At this point, the written
Banked Initiative successes will not carry over to another orders may be reviewed by the opposing player, to ensure
scenario, even if the players are running a continuous that they made was a legal off-map move. If a unit attempts
campaign; they may only be used during the current scenario. to return earlier than its minimum number of off-map turns,
Any unspent Initiative successes that are banked at the time of or returns in a different position than its designated reentry,
the scenario’s end are lost. the move may be considered illegal, and the unit is considered
FORCING THE INITIATIVE destroyed for gameplay purposes. (As a special excuse to this
condition, a returning unit may arrive at or after its minimum
Forcing the Initiative is a command ability often favored number of turns in a position adjacent to its predetermined
during offensive missions. It relies on aggressive tactics and reentry point, but only if the destination position is presently
rapid assaults that combine to provoke fear and hesitation in occupied by another unit at the time of arrival.)
an enemy through sheer, brute force.
Units using Off-Map Movement are placed on the edge
With this ability, the commanding player applies a modifier of the map at their designated reentry point during the End
to his Initiative roll equal to the number of opposing units his Phase of their turn of arrival. If unfriendly units find themselves
force destroyed in the previous turn, minus the number of its in base contact or within 1 inch of a unit returning to the map
own units lost to the enemy. For example, if a force with this via Off-Map Movement, those hostile units may attack the
ability destroyed 6 enemy ’Mechs in the previous turn, but lost returning unit as per the rules for point blank shots against
3 of its own, the Initiative modifier would equal +3 (6 – 3 = 3). Hidden Units (see p. 43, AS).
Only the kills made during the previous turn may be applied
toward this Initiative modifier; kills and losses made two or Units using Off-Map Movement are not counted toward
more turns in the past will not apply. a given side’s force for Initiative purposes while they are off
the map. If all on-map forces for a given side are destroyed or
As with Banking the Initiative, using this ability requires the retreat while that side still has units moving off the map in this
commanding player to declare his intent to do so before the fashion, those off-map forces are considered withdrawn and
dice are rolled for Initiative. This ability cannot be used in the the scenario ends.
first turn of any scenario.

45

OVERRUN COMBAT ZONE OF CONTROL
Overrun Combat is another example of aggressive tactics in A force that possesses the Zone of Control special command

action. Unlike Forcing the Initiative, this special command ability ability can effectively discourage an enemy’s movement in close
is less about capitalizing on the relative amount of damage done quarters, forcing their opponents to either fall back or otherwise
to an enemy force, and more about taking advantage of even the swing wide around its positions. This tactic is good for both
slightest hesitation among its ranks. defensive and offensive operations, particularly when the force
has numbers or terrain on its side, but is only useful when the
Overrun Combat works any time a force with this ability wins units involved are using ground-based movement.
an Initiative roll by a margin of 2 points or more. When this occurs,
the player divides the number of points by which he has won the To exert a Zone of Control, the unit must end its Move in base
Initiative roll by 2, rounding all results down (to a minimum of contact with one or more opponents, and have at least 2 inches
0). This becomes the number of units the player may move and of unused Move when it does so. The opposing units it comes into
attack with before any other units can act in the current turn. base contact with in this fashion must be in the unit’s forward
firing arc (see p. 163, AS), and will be affected only if they have not
For the purposes of the rest of the turn’s actions, the overrunning already moved at this point in the turn, or if they attempt to move
units fall outside of the normal sequence, leaving the remaining through this area within less than 2 inches of the zone-controlling
units to alternate according to how many units the overrunning unit. Any opponents that meet these criteria fall under the unit’s
force has left to move after its other units have already acted. For “zone of control”.
example, if a 12-unit force has the Overrun Combat ability and wins
its Initiative roll by 5, two of its units can move and attack before Units within another unit’s “zone of control” must spend an
any of the opposing force even have the chance to move (5 ÷ 2 = additional 4 inches of Move to proceed in any direction other
2.5, round down to 2). After these units have acted, the rest of the than directly away from the zone-controlling unit, unless they are
turn is resolved as if the overrun-capable force has only 10 units using Jumping or VTOL movement to do so. If this would reduce
left to alternate with its opponent under the normal turn sequence. the affected unit’s Move to less than 1 inch, the unit cannot move
unless it proceeds directly away from the zone-controlling unit.
The benefits of Overrun Combat apply on a turn-by-turn basis. This For the purposes of this rule, “directly away” is considered the
means that even if the Initiative roll success is so high that the number direction opposite any facing that would directly contact the
of overrunning units is would actually be more than the force actually zone-controlling unit’s base.
has, those“extra”units will not carry over to the next turn.
COMMUNICATIONS DISRUPTION If the zone-controlling unit is infantry (including battle armor),
it may only exert a zone of control over other infantry unit types.
The Communications Disruption special command ability SHARP SHOOTERS
represents a continuous effort by comm.-tech specialists within a
given force to tap into enemy transmissions and scramble or confuse A force that possesses the Sharp Shooters special command
them. Because this command ability does not require the presence ability is especially adept at long-ranged attacks, but at a cost
of elaborate electronics gear, its benefits often vary in the field. in short-range accuracy. It is uncommon for an entire force to
possess this special command ability, so players are advised to
This ability only truly works when the opposing armies are limit this option to no more than one-third of a deployed force
organized into proper formations, with distinct, pre-assigned sub- (such as a single lance in a company-sized formation, or a single
groups (4-unit lances, 5-unit Stars, or 6-unit Level IIs). If no sub-groups Star in a Clan Trinary).
are identified at the time of gameplay, presume all forces are using
4-unit lances, and identify which units belong to each lance. Sharp Shooters replace the normal range modifiers used for
their attacks with the following: Short Range +1; Medium Range
At the beginning of each turn, the player controlling a force +2; Long Range +3; Extreme Range +4.
with the Communications Disruption command ability rolls 1D6. BRAWLERS
If the result of this roll is 6, all of the units in one random lance
(or Star, or Level II) of the opposing force is affected by confusing The diametric opposite of the Sharp Shooters’ emphasis on
communications that impairs their ability to coordinate properly. long-range fighting is the Brawlers special command ability. A
During the Movement Phase of that turn, the affected sub-group force that possesses this ability is brutal at short-range, but ill-
reduces its available Move by 4 inches (to a minimum of 1 inch). If suited to long-range sniping. Once again, it is uncommon for an
the unit is an aerospace element that uses Thrust Points instead, entire force to possess this ability, so players are advised to limit
reduce its base Thrust by 1. this option to no more than one-third of a deployed force (such
as a single lance in a company-sized formation, or a single Star in
The disruptive effects pass by the end of the turn. a Clan Trinary).
Battlefield Intelligence: If the battlefield intelligence rules are in
play (see pp. 82-83, AS), a force may only use the Communications Brawlers replace the normal range modifiers used for their
Disruption special command ability if it has a BI ratio of 2:1 (or attacks with the following: Short Range –1; Medium Range +2;
higher) over its opponent. If the force’s BI ratio is less than 2:1, the Long Range +5; Extreme Range +10.
Communications Disruption special command ability has no effect.

ANTI-AIRCRAFT SPECIALISTS A desperate Clan Wolverine MechWarrior fends off an aerospace attack. INTRODUCTION
A force that possesses the Anti-Aircraft must not include more than one terrain type or environmental
condition at a time. ALPHA STRIKE
Specialists special command ability has honed its TACTICAL ANNEX
skills specifically to counter the threat of airborne Once the specific terrain and/or environment is determined,
opponents. Like Sharp Shooters and Brawlers, it is the player must then choose a number of rules that apply ABSTRACT
uncommon for a whole force to possess this ability, from the Environmental Specialist Benefits List, based on the SPACE COMBAT
so players are advised to limit this capability to a entire force’s average Skill Rating. This average is determined
pre-determined portion of their deployed forces. by adding together all of the units’ Skill Ratings, dividing that BATTLETECH
sum by the number of units in the force, and rounding the CONVERSIONS
Anti-Aircraft Specialists apply a –2 to-hit result normally to the nearest whole number. Consult p. 24 of
modifier to all attacks made against an airborne Alpha Strike for a definition of these Skill Ratings. ALPHA STRIKE
target, including ground vehicles with a VTOL POINT VALUE
(v) or WiGE (g) movement type, aerospace and If the force’s average Skill Rating of all units in the force is CALCULATIONS
conventional fighters, Small Craft, DropShips, Green, Very Green, or Wet Behind the Ears, it may not receive
and so forth. Against all other ground-based units any benefits for environmental specialization, but will still ALPHA STRIKE
(including those that use jumping movement), or suffer the –1 Initiative modifier if the focus of its specialization FORCE BUILDING
airborne-capable units that are grounded at the does not apply to the scenario (reflecting the force’s training
time of the attack, this to-hit modifier becomes focus on honing its skills to one particular tactical area). If its ALPHA STRIKE
+1 instead. average Skill Rating is Regular, it receives one of the listed SCENARIOS
benefits. If the average Skill Rating is Veteran or Elite, two
Aerospace units may not make use of the Anti- different benefits may be applied. If the average Skill Rating is EXPANDED REPAIR
Aircraft Specialists command ability. Heroic or Legendary, a third different benefit may be applied, AND SALVAGE RULES
GROUND ATTACK SPECIALISTS or one of the two benefits received may be applied twice.

The Ground Attack Specialists special command In addition to applying any benefits for environmental
ability is available only to aerospace units or other specialization, a force with this command ability will also
units that use airborne movement (including suffer a –1 Initiative modifier when forced to play in a scenario
VTOLs and WiGE ground vehicles). The opposite where the environmental condition they are specialized for is
of Anti-Aircraft Specialists, these units have honed not present.
their skills to deliver more effective attacks against
ground-based opponents. Once again, it is uncommon for an
entire aerospace force to possess this ability, so players are
advised to limit this capability to a pre-determined portion of
their deployed aerospace forces.

Ground Attack Specialists receive a –2 to-hit modifier to all
attacks made against ground-based target, including units
that use jumping movement, and air-capable units that are
landed at the time of the attack. Against airborne aerospace
units, including ground units with the VTOL (v) or WiGE (g)
movement types, this to-hit modifier becomes +1 instead.

Ground units incapable of VTOL, WiGE, or aerospace
movement (Thrust), may not make use of the Ground Attack
Specialists command ability.
ENVIRONMENTAL SPECIALIZATION

A force with this special command ability has mastered
or prefers combat in certain, specific types of terrain or
environments. Before game play begins, the specific nature
of this environmental specialization must be identified. The
terrain types chosen for this specialization may be any type
except for clear, and any other environmental conditions
(including atmospheric density, darkness, gravity, and other
conditions described on pp. 92-95, AS) must be of a non-
standard nature (e.g. vacuum, night, high gravity, and so on).
To keep things simple, a force’s environmental specialization

47

ENVIRONMENTAL SPECIALIST BENEFITS LIST

Benefit Rules
Improved Mobility
Reduce movement costs for passing through any terrain of specialization by 1 inch per inch of movement.
Improved Combat However, this reduction may never lower movement costs below 1 inch of Move per inch of terrain.
Improved Initiative
Apply a –1 to-hit modifier for all attacks made into and/or through the terrain or environmental condition of
specialization (to a minimum modifier to +0). This modifier applies to the total modifiers used for the attack,
rather than per any increment of distance.

Receive a +1 Initiative roll modifier if the selected terrain or environment type covers at least half of the map area.

TACTICAL SPECIALIZATION ENEMY SPECIALIZATION
A force with this special command ability has mastered or A force with the Enemy Specialization special command ability has

prefers combat under certain, specific mission parameters, with one enemy faction or group that it favors fighting above all others,
predefined roles and options. Before game play begins, the and makes a point to train heavily in dealing with the common
specific nature of this tactical specialization must be identified. tactics and equipment found among that particular enemy. Before
This can be either a preference for attacking over defense (and game play begins, the specific focus of this specialization must be
vice versa), or a preference for specific scenario types. identified. This can be either an entire faction (e.g. a specific House,
a specific Clan, or a specific Periphery state), or a particular group
As with environmental specialization, the specific nature and (e.g. the Davion Heavy Guards or the Wolf’s Dragoons).
extent of these specializations is limited by the force’s average Skill
Rating (determined by adding up the Skill Ratings for all of the units As with the environmental and tactical specializations described
in the force, then dividing by the number of units in the force, and earlier, the benefits and drawbacks of enemy specialization
rounding that result normally to the nearest whole number). (See p. increase with the force’s average Skill Rating. This is defined by
24, Alpha Strike, for a definition of these Skill Ratings.) adding the Skill Ratings of all units in the force, dividing thus sum
by the number of units, and rounding the result normally to the
If the force’s average Skill Rating of all units in the force is Green, nearest whole. Then consult p. 24 of Alpha Strike, for a definition
Very Green, or Wet Behind the Ears, it may not select any benefits of these Skill Ratings.
for tactical specialization, but will still suffer the –1 Initiative
modifier if the focus of its specialization does not apply to the A force rated Green, Very Green, or Wet Behind the Ears receives
scenario (reflecting the force’s training focus on honing its skills no benefits from enemy specialization, but will still suffer the –1
to one particular tactical area). If its average Skill Rating is Regular, Initiative modifier if the focus of its specialization does not apply
it may select only one of the benefits listed under the Tactical to the scenario (reflecting the force’s training focus on honing its
Specialist Benefits List. If the average Skill Rating is Veteran or skills to one particular tactical area). If the force is rated Regular, it
Elite, two benefits may be applied. If the average Skill Rating is will receive a +1 Initiative modifier when facing its selected enemy,
Heroic or Legendary, a third different benefit may be applied, or but will suffer a –1 Initiative modifier when facing any other
one of the two benefits received may be applied twice. opposing force. If the force is rated Veteran, it may either double
the modifier for facing its selected enemy (while also doubling
Noted that, the Attack and Defense specialization benefits the negative modifier for opponents of other affiliations), or it
may both be taken at the same time, but their presence will may select a second preferred enemy to apply the same modifiers
cancel each other when taken together. This effect, however, only with. If the latter option is chosen, the negative modifiers will not
occurs when the two are of equal levels. If a force selects Attack stack, so the specialized force will receive a +1 Initiative modifier
Specialization benefits twice, and Defense Specialization benefits when facing its two chosen enemies, but will only suffer a –1
once. The result will be the equivalent of taking one “level” of Initiative roll modifier against all other forces.
Attack Specialization.

TACTICAL SPECIALIST BENEFITS LIST

Benefit Rules
Attack Specialization
Defense Specialization The force receives a +1 Initiative roll modifier when acting as the Attacker in a scenario of any type, but
Scenario Specialization suffers a –1 Initiative roll modifier when acting as the Defender.

The force receives a +1 Initiative roll modifier when acting as the Defender in a scenario of any type, but
suffers a –1 Initiative roll modifier when acting as the Attacker.

Receive a +1 Initiative roll modifier if the force is taking part in a specified scenario type. For all other scenario
types, the force suffers a –1 Initiative roll modifier.


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